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.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace My3DGame { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model terrain; //地形的模型 Vector3 terrainPosition; //地形的世界坐标位置 Matrix cameraViewMatrix; //照相机视图矩阵 Matrix cameraProjectionMatrix; //照相机投影矩阵 public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); terrain = Content.Load<Model>("Models\\terrain"); terrainPosition = Vector3.Zero; //初始化摄像机的视图矩阵 参数: 摄像机位置,摄像机目标位置,看的方向 cameraViewMatrix = Matrix.CreateLookAt( new Vector3(0f, 60f, 160f), new Vector3(0f, 50f, 0f), Vector3.Up); //初始化摄像机的投影矩阵 参数:摄像机看的范围、屏幕的比例、照相机看的最近的距离、照相机看的最远的距离 cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 1f, 10000f); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in terrain.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = Matrix.CreateTranslation(terrainPosition); //将世界坐标转化成矩阵坐标 effect.View = cameraViewMatrix; effect.Projection = cameraProjectionMatrix; } mesh.Draw(); } base.Draw(gameTime); } } }
XNA系列—3d模型的导入
最新推荐文章于 2018-12-25 15:45:00 发布