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Thread: Triangles Class using lines
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04-02-2010 04:46 AM #1Ultimate Subscriber
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- Oct 2009
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Triangles Class using lines
Simple call i use, just to keep my pigeons in a row..
you'll need to setup llines using ID3DXLine. use it or dont, i figured it would save some time..Code:class Triangles { public: void Free(int p1x, int p1y, int p2x, int p2y, int p3x, int p3y,DWORD color); void Isosceles(int x, int y, int Width, int Height, DWORD color); void Right(int x, int y, int Width, int Height, DWORD color); }; Triangles Tri; void Triangles::Free(int p1x, int p1y, int p2x, int p2y, int p3x, int p3y,DWORD color) { D3DXVECTOR2 pD3DXLine[4]; pD3DXLine[0].x = p1x; pD3DXLine[0].y = p1y; pD3DXLine[1].x = p2x; pD3DXLine[1].y = p2y; pD3DXLine[2].x = p3x; pD3DXLine[2].y = p3y; pD3DXLine[3].x = p1x; pD3DXLine[3].y = p1y; Line->Begin( ); Line->Draw( pD3DXLine, 4, color ); Line->End( ); } void Triangles::Isosceles(int x, int y, int Width, int Height, DWORD color) { D3DXVECTOR2 pD3DXLine[4]; pD3DXLine[0].x = x;//start point pD3DXLine[0].y = y;//start point pD3DXLine[1].x = (x+Width)/2;//top point pD3DXLine[1].y = y+Height;//top point pD3DXLine[2].x = x+Width;//far point pD3DXLine[2].y = y;//far point pD3DXLine[3].x = x;//return to first point pD3DXLine[3].y = y;//return to first point Line->Begin( ); Line->Draw( pD3DXLine, 4, color ); Line->End( ); } void Triangles::Right(int x, int y, int Width, int Height, DWORD color) { D3DXVECTOR2 pD3DXLine[4]; pD3DXLine[0].x = x;//start point pD3DXLine[0].y = y;//start point pD3DXLine[1].x = x;//top point pD3DXLine[1].y = y+Height;//top point pD3DXLine[2].x = x+Width;//far point pD3DXLine[2].y = y;//far point pD3DXLine[3].x = x;//return to first point pD3DXLine[3].y = y;//return to first point Line->Begin( ); Line->Draw( pD3DXLine, 4, color ); Line->End( ); }
EDIT: you can also add anti-aliasing to the triangles with:
Code:Line->SetAntialias( State);


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