Rotating a sprite around its center
xna, xna-4.0
Solution
this is correct use of origin. but now your position changed also to center, it's not on top left corner anymore, its on center. and it's floating for `width/2` and `height/2` from position befor seting origin.
so if your texture is 20x20, you need to subtract X by 10 (width/2) and Y by 10 (height/2) and you will have original position.
Problem
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); ```