開発環境 Microsoft Visual C# 2010 Express (SP1)
実行環境 Microsoft Windows XP Home Edition (SP3)
プロジェクトの種類 Windows Game (4.0)
プロジェクト名 XnaCube

CustomVertex.cs
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
 
namespace CustomVertex
{
    struct VertexPositionNormalColor : IVertexType
    {
        public Vector3 Position;
        public Vector3 Normal;
        public Color Color;
 
        public VertexPositionNormalColor(Vector3 position, Vector3 normal, Color color)
        {
            Position = position;
            Normal = normal;
            Color = color;
        }
 
        static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration(
            new VertexElement(0,
                VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
            new VertexElement(sizeof(float) * 3,
                VertexElementFormat.Vector3, VertexElementUsage.Normal, 0),
            new VertexElement(sizeof(float) * 6,
                VertexElementFormat.Color, VertexElementUsage.Color, 0));
 
        VertexDeclaration IVertexType.VertexDeclaration { get { return VertexDeclaration; } }
    }
}
 

Game1.cs
// XnaCube2 立方体(法線)
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using CustomVertex;
 
namespace XnaCube
{
    class Game1 : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch sprite;
        SpriteFont font;
        BasicEffect effect;
 
        VertexPositionNormalColor[] vertices24;
        short[] indices24;
        VertexPositionNormalColor[] vertices8;
        short[] indices8;
 
        // fps
        int sec;
        int draw = 0;
        int fps = 0;
 
        // カメラ
        int camLat = 0;
        int camLong = 90;
        float camDist = 8;
 
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 720;
            Content.RootDirectory = "Content";
            IsMouseVisible = true;
        }
 
        protected override void LoadContent()
        {
            font = Content.Load<SpriteFont>("SpriteFont1");
            sprite = new SpriteBatch(GraphicsDevice);
            effect = new BasicEffect(GraphicsDevice);
            effect.VertexColorEnabled = true;
            effect.EnableDefaultLighting();
            effect.Projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 1, 100);
 
            // 8頂点
            Vector3[] cube =
            {
                new Vector3(1, 1, 1), new Vector3(1, 1, -1),
                new Vector3(1, -1, 1), new Vector3(1, -1, -1),
                new Vector3(-1, -1, -1), new Vector3(-1, 1, -1),
                new Vector3(-1, -1, 1), new Vector3(-1, 1, 1),
            };
            vertices8 = new VertexPositionNormalColor[8];
            for (int n = 0; n < 8; n++)
            {
                vertices8[n] = new VertexPositionNormalColor(
                    cube[n], Vector3.Normalize(cube[n]), Color.Yellow);
            }
 
            indices8 = new short[]
            {
                0, 1, 2, 3, 2, 1, // +X面
                4, 5, 6, 7, 6, 5, // -X面
                0, 7, 1, 5, 1, 7, // +Y面
                4, 6, 3, 2, 3, 6, // -Y面
                0, 2, 7, 6, 7, 2, // +Z面
                4, 3, 5, 1, 5, 3, // -Z面
            };
 
            // 24頂点
            vertices24 = new VertexPositionNormalColor[24];
            for (int n = 0; n < 4; n++)
            {
                int u = 1 - (n & 1) * 2;
                int v = 1 - ((n >> 1) & 1) * 2;
                // +X面
                vertices24[0 + n] = new VertexPositionNormalColor(
                    new Vector3(1, v, u), new Vector3(1, 0, 0), Color.Yellow);
                // -X面
                vertices24[4 + n] = new VertexPositionNormalColor(
                    new Vector3(-1, -u, -v), new Vector3(-1, 0, 0), Color.Yellow);
                // +Y面
                vertices24[8 + n] = new VertexPositionNormalColor(
                    new Vector3(u, 1, v), new Vector3(0, 1, 0), Color.Yellow);
                // -Y面
                vertices24[12 + n] = new VertexPositionNormalColor(
                    new Vector3(-v, -1, -u), new Vector3(0, -1, 0), Color.Yellow);
                // +Z面
                vertices24[16 + n] = new VertexPositionNormalColor(
                    new Vector3(v, u, 1), new Vector3(0, 0, 1), Color.Yellow);
                // -Z面
                vertices24[20 + n] = new VertexPositionNormalColor(
                    new Vector3(-u, -v, -1), new Vector3(0, 0, -1), Color.Yellow);
            }
 
            indices24 = new short[36];
            for (int i = 0; i < 36; i++)
            {
                int n = i % 6;
                indices24[i] = (short)(i / 6 * 4 + (n < 3 ? n : 6 - n));
            }
 
            base.LoadContent();
        }
 
        protected override void Update(GameTime gameTime)
        {
            KeyboardState kState = Keyboard.GetState();
            if (kState.IsKeyDown(Keys.Escape)) Exit();
            if (kState.IsKeyDown(Keys.Up)) camLat = Math.Min(camLat + 1, 89);
            if (kState.IsKeyDown(Keys.Down)) camLat = Math.Max(camLat - 1, -89);
            if (kState.IsKeyDown(Keys.Left)) camLong = (camLong + 1) % 360;
            if (kState.IsKeyDown(Keys.Right)) camLong = (camLong + 359) % 360;
            if (kState.IsKeyDown(Keys.PageUp)) camDist -= 0.1f;
            if (kState.IsKeyDown(Keys.PageDown)) camDist += 0.1f;
 
            base.Update(gameTime);
        }
 
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
 
            // カメラ位置
            float rad = MathHelper.ToRadians(camLat);
            float y = (float)Math.Sin(rad) * camDist;
            float r = (float)Math.Cos(rad) * camDist;
            rad = MathHelper.ToRadians(camLong);
            float x = (float)Math.Cos(rad) * r;
            float z = (float)Math.Sin(rad) * r;
            effect.View = Matrix.CreateLookAt(new Vector3(x, y, z), Vector3.Zero, Vector3.Up);
 
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                effect.World = Matrix.CreateTranslation(-2, 0, 0);
                pass.Apply();
                GraphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList,
                    vertices8, 0, 8, indices8, 0, 12);
 
                effect.World = Matrix.CreateTranslation(2, 0, 0);
                pass.Apply();
                GraphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList,
                    vertices24, 0, 24, indices24, 0, 12);
            }
 
            // fps
            draw++;
            if (gameTime.TotalGameTime.Seconds != sec)
            {
                fps = draw;
                draw = 0;
                sec = gameTime.TotalGameTime.Seconds;
            }
 
            sprite.Begin();
            string text = String.Format(
                "fps={0} lat={1} long={2} dist={3:f1}", fps, camLat, camLong, camDist);
            sprite.DrawString(font, text, new Vector2(0, 0), Color.White);
            sprite.End();
 
            base.Draw(gameTime);
        }
    }
}
 
最終更新:2012年12月15日 08:20