アットウィキロゴ

cs0215

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 game0215
{
    
    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();
        }

        Model myModel;

       float aspectRatio;

        protected override void LoadContent()
        {
          
            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)
        {
    
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

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

            base.Update(gameTime);
        }


        
        Vector3 modelPosition = Vector3.Zero;
        float modelRotation = 0.0f;

        
        Vector3 cameraPosition = new Vector3(0.0f, 50.0f, 5000.0f);

        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.Red);
            Matrix[] transforms = new Matrix[myModel.Bones.Count];
            myModel.CopyAbsoluteBoneTransformsTo(transforms);

          
            foreach (ModelMesh mesh in myModel.Meshes)
            {
                
                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);
                }
  
                mesh.Draw();
            }
            base.Draw(gameTime);
        }
    }
}
最終更新:2011年02月14日 12:06