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Offline mc-kay  
#1 Posted : Wednesday, November 23, 2011 9:02:14 PM(UTC)
mc-kay

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Hi,
I want to attach a Material2D graphic to a Farseer rectangle object to simulate a projectile shot.
So I use Physics.CreateRectangle() to create my Farseer object like this:
Code:
Physics.Gravity = new Vector(0f, 0.5f, 0f);
Physics.DebugEnabled = true;
bullet = Physics.CreateRectangle(projectile.Size.Width, projectile.Size.Height, 1f);
bullet.Position2D = new Point(0.205f, 0.66f);
bullet.Friction = 1f;
bullet.DebugColor = Color.Red;
bullet.IsActive = false;

"projectile" is my Material2D object.
Then I try to draw the "projectile" at the current "bullet.Position2D" (with some debugging stuff):
Code:
Rect.DrawOutline(new Rectangle(bullet.Position2D, projectile.Size), Color.Red);
Circle.DrawFilled(bullet.Position2D, 0.005f, Color.Green);
projectile.Draw(new Rectangle(bullet.Position2D, projectile.Size));

The Circle is rendered right, but the "projectile" is not rendered at the same position as the "bullet" object.
Look at the attached picture to see the result.
What am I doing wrong?

Edited by user Wednesday, November 23, 2011 9:04:05 PM(UTC)  | Reason: Not specified

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Offline vickfl  
#2 Posted : Wednesday, November 23, 2011 9:27:01 PM(UTC)
vickfl

Joined: 10/7/2011(UTC)
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The position value of the physicsbody describes the center of the physicsbody, but the position value of the material describes the upper left corner.
All you have to do is to subtract the draw position by the material size divided by two:

Code:
_texture.Draw(new Rectangle(Body.Position2D - _texture.Size / 2, _texture.Size));

Edited by user Wednesday, November 23, 2011 9:33:45 PM(UTC)  | Reason: Not specified

Offline mc-kay  
#3 Posted : Wednesday, November 23, 2011 9:50:42 PM(UTC)
mc-kay

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So easy, thank you ThumpUp
Offline Benjamin  
#4 Posted : Wednesday, November 23, 2011 11:48:26 PM(UTC)
Benjamin

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Florian is right, but the code can even be simpler with the Rectangle.FromCenter method, which works like the physics works internally:

Code:

texture.Draw(Rectangle.FromCenter(Body.Position2D, texture.Size));


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