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XNA Sphere

As mentioned in the previous post, this is bout creating a sphere in XNA.
I forgot to mention in my previous post, that these are useful for visualizing stuff in 3d world, this actually doesn't create surface - just lines.

I'll be using the Circle created in before to setup my sphere.

The funny thing about a sphere is that projection on any plane will always be a circle.Hence, when creating the circles we ensure that they lie on the circumference

Refer image below for clarity:




Here is the complete code:

//Generic Sphere for XNA Debugging / Visualizing.
//This is just a set of lines - no surface
//Author: Vikram N [ makubex ] 
//Blog: 8bitmemories.blogspot.com
public class Sphere
{        
//Color of the verttices
Color _VertexColor;
 
//List of Circles that make up the sphere
//Refer to post on Circles
List<Circle> _Verticals;
List<Circle> _Horizontals;
 
//Save original position
//Becomes easy to transform the sphere
Vector3[] _HBasePositions;
Vector3[] _VBasePositions;
 
//Main game reference
Game _Game;
BasicEffect _Effect;
 
//Not used
//NFS: May be useful someother day
Matrix _Transforms;
//Store pos, scale and rotation
//Only pos is useful. Others have not been implemented
//Rotation - no diff
//Scale - why dude..  create a new one with diff radius :P
Vector3 _Position, _Scale, _Rotation;
//Radius of the sphere
float _Radius;
 
public Vector3 Position
{
get
{
return _Position;
}
 
set
{
_Position = value;
Transform();
}
}
 
public Vector3 Rotation
{
get
{
return _Rotation;
}
 
set
{
_Rotation = value;
Transform();
}
}
 
public Vector3 Scale
{
get
{
return _Scale;
}
 
set
{
_Scale = value;
Transform();
}
}
 
public Matrix Transforms
{
get
{
return _Transforms;
}
 
set
{
_Transforms = value;
}
}
 
//No of circles to be used for creating the sphere
//Higher the number, better it looks
//10 seems to look nice :P
int LEVELS = 10;
//Constructor
public Sphere(Game game, Color color, float radius)
{
_Game = game;
_Effect = new BasicEffect(_Game.GraphicsDevice, null);
_Effect.VertexColorEnabled = true;
_VertexColor = color;
_Transforms = Matrix.Identity;
_Radius = radius;
 
_Verticals = new List<Circle>();
_Horizontals = new List<Circle>();
 
Setup();
}
 
//Function to create circles
void Setup()
{
float offset = _Radius / (float)LEVELS;
float rOffset = 90 / LEVELS;
//Add one on each side of the center
//For expln refer the blog - 8bitmemories.blogspot.com
for (int i = 0; i <= LEVELS; i++)
{        
Circle tmpPos = new Circle(_Game, _VertexColor, _Radius * (float) Math.Cos(MathHelper.ToRadians(i*rOffset)));
tmpPos.Position = new Vector3(0, _Radius * (float)Math.Sin(MathHelper.ToRadians(i * rOffset)), 0);
 
Circle tmpNeg = new Circle(_Game, _VertexColor, _Radius * (float)Math.Cos(MathHelper.ToRadians(i * rOffset)));
tmpNeg.Position = new Vector3(0, -_Radius * (float)Math.Sin(MathHelper.ToRadians(i * rOffset)), 0);
 
_Verticals.Add(tmpPos);
_Verticals.Add(tmpNeg);
}
 
//Same logic but set rotation of 90 degrees on z axis
for (int i = 0; i <= LEVELS; i++)
{
Circle tmpPos = new Circle(_Game, _VertexColor, _Radius * (float)Math.Cos(MathHelper.ToRadians(i * rOffset)));
tmpPos.Position = new Vector3(_Radius * (float)Math.Sin(MathHelper.ToRadians(i * rOffset)), 0, 0);
tmpPos.Rotation = new Vector3(0, 0, MathHelper.PiOver2);
 
Circle tmpNeg = new Circle(_Game, _VertexColor, _Radius * (float)Math.Cos(MathHelper.ToRadians(i * rOffset)));
tmpNeg.Position = new Vector3( -_Radius * (float)Math.Sin(MathHelper.ToRadians(i * rOffset)),0,  0);
tmpNeg .Rotation = new Vector3(0, 0, MathHelper.PiOver2);
 
_Horizontals.Add(tmpPos);
_Horizontals.Add(tmpNeg);
}
 
//Save original positions 
//Useful for translation        
_HBasePositions = _Horizontals.Select(x => x.Position).ToArray();
_VBasePositions = _Verticals.Select(x => x.Position).ToArray();
 
}
 
//Move the sphere
void Transform()
{
//Not used 
_Transforms = Matrix.CreateScale(_Scale) * Matrix.CreateFromYawPitchRoll(_Rotation.Y, _Rotation.X, _Rotation.Z) * Matrix.CreateTranslation(_Position);
 
//Use the base positions + translation value
for (int i = 0; i < _Verticals.Count; i++)
{
_Verticals[i].Position = _VBasePositions[i] + _Position;
}
 
for (int i = 0; i < _Horizontals.Count; i++)
{
_Horizontals[i].Position = _HBasePositions[i] + _Position;
}
}
 
//Draw spheres
public void Draw()
{
//Draw horizontal and vertical circles
for (int i = 0; i < _Verticals.Count; i++)
{
_Verticals[i].Draw();
}
 
for (int i = 0; i < _Horizontals.Count; i++)
{
_Horizontals[i].Draw();
}
}
}

Screen shots:


Pretty Ok for debugging I think.
NFS: I get confused with sin and cos!Hope you've learnt something in the future!

3 comments:

  1. FYI a full project demo included with this post would be very helpful!

    ReplyDelete
  2. woooow amizing
    i am new at xna cant i have the project that draw

    ReplyDelete
  3. Can you mail me the code to soodabhi7@gmail.com ??

    ReplyDelete

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