在Windows Phone中进行3D开发之三空间

       经过前两节的学习,我们已经具备了创建三维空间的条件了,相信很多人已经跃跃欲试了,接下来,我们就动手开始在Windows Phone中的3D开发之旅。

 

       打开Visual Studio 2010(什么?还没有Windows Phone的开发环境?唉,自己处理一下吧,有问题问百度),新建一个项目(File->New->Project),在弹出的对话框中选择XNA Game Studio 4.0中的Windows Phone Game,在Name中就命名为“Hello”吧,点击“OK”确定。界面如下图所示。

 

       在Solution Explorer窗口中右击项目名,执行Add->Class菜单项,如下图所示。

 

 

       在弹出的对话框中按下图选择,将类命名为Camera,点击“Add”按钮。

 

 

       为Camera类添加两个属性:

        public Matrix view{get;protected set;}

        public Matrix projection { get; protectedset; }

 

       修改Camera类的构造函数为:

        public Camera(Game game, Vector3 pos,Vector3 target, Vector3 up, float fieldOfView, float aspectRatio, floatnearPlaneDistance,float farPlaneDistance)

            : base(game)

        {

            view = Matrix.CreateLookAt(pos,target, up);

            projection =Matrix.CreatePerspectiveFieldOfView(fieldOfView,aspectRatio,nearPlaneDistance,farPlaneDistance);

        }

该类的完整代码见《在Windows Phone中进行3D开发之二摄像机》一文。

 

       打开Game1类,添加如下成员变量:

        Camera camera;

        Matrix world = Matrix.Identity;

        BasicEffect basicEffect;

 

       在Game1()构造方法中添加代码:

graphics.IsFullScreen =true;

 

       在LoacContent()方法中添加代码:

            camera = new Camera(this, newVector3(0, 0, 5), Vector3.Zero, Vector3.Up, MathHelper.PiOver4,GraphicsDevice.Viewport.AspectRatio, 1.0f, 50.0f);

            Components.Add(camera);

            basicEffect = newBasicEffect(GraphicsDevice);

这段代码中,MathHelper是一个数学上的辅助类,其PiOver4属性是π/4,即45度角。Viewport.AspectRatio是长宽比。

 

       在Draw()方法中添加代码:

            basicEffect.World = world;

            basicEffect.View = camera.view;

            basicEffect.Projection =camera.projection;

            foreach (EffectPass pass inbasicEffect.CurrentTechnique.Passes)

            {

                pass.Apply();

            }

       BasicEffect类的作用是控制渲染效果,在3D开发中必不可少。通常用在Draw()方法中进行设置以改变渲染器的行为,后文中我们还将用它控制颜色、光线等很多特效。在前几节内容中用的较多的就是BasicEffect的三个属性,即代码中的World、View、Projection,分别代表世界矩阵、摄像机矩阵、投影矩阵。这里我们要在坐标原点绘制对象,所以World设置了单位矩阵,即Mathix.Identity。

       BasicEffect里包含一些Technique,每个Technique又由若干EffectPass组成,我们要在每个EffectPass上进行Apply请求,才能在该EffectPass上进行绘制。这个Apply()方法的调用就像我们进行2D时调用SpriteBatch.Begin()一样,是绘制开始前必须调用的方法。因此在使用BasicEffect时,需要一个foreach循环。

 

       完整的Game1类代码如下:

 

using System;
using System.Collections.Generic;
using System.Linq;
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.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace Hello
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        Camera camera;
        Matrix world = Matrix.Identity;
        BasicEffect basicEffect;

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

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);
            graphics.IsFullScreen = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            camera = new Camera(this, new Vector3(0, 0, 5), Vector3.Zero, Vector3.Up, MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 1.0f, 50.0f);
            Components.Add(camera);
            basicEffect = new BasicEffect(GraphicsDevice);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            basicEffect.World = world;
            basicEffect.View = camera.view;
            basicEffect.Projection = camera.projection;

            foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
            }

            base.Draw(gameTime);
        }
    }
}

       运行程序,打开模拟器,运行结果如下图所示。

 

 

       不用怀疑,虽然屏幕上什么都没有,但事实上屏幕上所表现的已经是一个三维空间,我们有一个摄像机位于(0,0,5)位置,也就是屏幕外,摄像机方向指向了原点,使用了45度视角和屏幕的宽高比进行成像,近平面是1,远平面是50。在下节中,我们就将在其中加入物体。

 

——欢迎转载,请注明出处 http://blog.csdn.net/caowenbin ——

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