アットウィキロゴ

0214がめ

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace game0214

{
   /// <summary>
   /// This is the main type for your game
   /// </summary>
   public class Game1 : Microsoft.Xna.Framework.Game
   {
       GraphicsDeviceManager graphics;
       SpriteBatch spriteBatch;

       public Game1()
       {
           graphics = [[new]] GraphicsDeviceManager(this);
           Content.RootDirectory = "Content";
       }

       protected override void Initialize()
       {
           base.Initialize();
       }

       // Set the 3D model to draw.
       Model myModel;

       // The aspect ratio determines how to scale 3d to 2d projection.
       float aspectRatio;

       protected override void LoadContent()
       {
           // Create a new SpriteBatch, which can be used to draw textures.
           spriteBatch = new SpriteBatch(GraphicsDevice);

           myModel = Content.Load<Model>("Models\\p1_wedge");
           aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
           (float)graphics.GraphicsDevice.Viewport.Height;
       }

       protected override void UnloadContent()
       {

       }

       protected override void Update(GameTime gameTime)
       {
           // Allows the game to exit
           if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
               this.Exit();

           modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds * MathHelper.ToRadians(0.1f);

           base.Update(gameTime);
       }


       // Set the position of the model in world space, and set the rotation.
       Vector3 modelPosition = Vector3.Zero;
       float modelRotation = 0.0f;

       // Set the position of the camera in world space, for our view matrix.
       Vector3 cameraPosition = new Vector3(0.0f, 50.0f, 5000.0f);

       protected override void Draw(GameTime gameTime)
       {
           graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

           // Copy any parent transforms.
           Matrix[] transforms = new Matrix[myModel.Bones.Count];
           myModel.CopyAbsoluteBoneTransformsTo(transforms);

           // Draw the model. A model can have multiple meshes, so loop.
           [[foreach]] (ModelMesh mesh in myModel.Meshes)
           {
               // This is where the mesh orientation is set, as well as our camera and projection.
               foreach (BasicEffect effect in mesh.Effects)
               {
                   effect.EnableDefaultLighting();
                   effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation)
                       * Matrix.CreateTranslation(modelPosition);
                   effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up);
                   effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f),
                       aspectRatio, 1.0f, 10000.0f);
               }
               // Draw the mesh, using the effects set above.
               mesh.Draw();
           }
           base.Draw(gameTime);
       }
   }
}
最終更新:2011年02月13日 20:03