I am trying to figure out how to use the origin in Draw method to rotate a sprite around its center. I was hoping somebody could explain the correct usage of origin parameter in Draw method.
If I use the following Draw method (without any rotation and origin specified) the the object is drawn at the correct/expected place:
spriteBatch.Draw(myTexture, destinationRectangle, null, Color.White, 0.0f, Vector2.Zero, SpriteEffects.None, 0);
However, if I use the origin and rotation like shown below, the object is rotating around is center but the object is floating above the expecting place (by around 20 pixels.)
Vector2 origin = new Vector2(myTexture.Width / 2 , myTexture.Height / 2 );
spriteBatch.Draw(myTexture, destinationRectangle, null, Color.White, ballRotation, origin, SpriteEffects.None, 0);
Even if I set the ballRotation to 0 the object is still drawn above the expected place
spriteBatch.Draw(myTexture, destinationRectangle, null, Color.White, 0.0f, origin, SpriteEffects.None, 0);
Is seems that just by setting the origin, the placement of the object changes.
Can somebody tell me how to use the origin parameter correctly.
Solution:
Davor's response made the usage of origin clear. The following change was required in the code to make it work:
Vector2 origin = new Vector2(myTexture.Width / 2 , myTexture.Height / 2 );
destinationRectangle.X += destinationRectangle.Width/2;
destinationRectangle.Y += destinationRectangle.Height / 2;
spriteBatch.Draw(myTexture, destinationRectangle, null, Color.White, ballRotation, origin, SpriteEffects.None, 0);