XNA 3D文字

private GraphicsDeviceManager graphics;
private  SpriteBatch spriteBatch;
 
   /// <summary>
   /// load the font
   /// </summary>
   private VectorFont vectorFont;
 
   /// <summary>
   /// text string
   /// </summary>
   private Text text;
 
   /// <summary>
   /// draw the string
   /// </summary>
   private TextBatch textBatch;
 
   /// <summary>
   /// camera viewMatrix
   /// </summary>
   private Matrix viewMatrix = Matrix.Identity;
 
   /// <summary>
   /// camera projectionMatrix
   /// </summary>
   private Matrix projectionMatrix = Matrix.Identity;
 
   /// <summary>
   /// record the update number
   /// </summary>
   private int Index = 0;
 
   /// <summary>
   /// text rotate matrix
   /// </summary>
   private Matrix RotateMatrix = Matrix.Identity;
   public MyText()
   {
       graphics = new GraphicsDeviceManager( this );
       Content.RootDirectory = "Content" ;
   }
 
   /// <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()
   {
       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()
   {
       // Create a new SpriteBatch, which can be used to draw textures.
       spriteBatch = new SpriteBatch(GraphicsDevice);
       this .textBatch = new TextBatch( this .graphics.GraphicsDevice);
 
       viewMatrix = Matrix.CreateLookAt( new Vector3(0 , 0 , 50) , new Vector3(0 , 0 , -100) , Vector3.Up);
       projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4 , GraphicsDevice.Viewport.AspectRatio , 1.0f , 1000);
 
       this .vectorFont = this .Content.Load<VectorFont>( "Fonts/defaultFont" );
       this .text = this .vectorFont.Extrude( "H0" );
   }
 
   /// <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();
 
       Index++;
       if (Index % 60 == 0)
       {
           string str = "H" + (Index / 60).ToString();
           this .text = this .vectorFont.Extrude(str);
       }
       // TODO: Add your update logic here
 
       RotateMatrix *= Matrix.CreateRotationY(MathHelper.Pi / 180);
      
       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);
 
       this .textBatch.ViewProjection = viewMatrix * projectionMatrix;
       this .textBatch.Begin();
       this .textBatch.DrawText( this .text , Matrix.CreateScale(0.1f) * RotateMatrix * Matrix.CreateTranslation(0 , 0 , 30) , Color.Red);
       this .textBatch.End();
 
       base .Draw(gameTime);
   }

 

          其中有几点需要注意的地方,首先是需要将名称为defaultFont的字体文件放在项目的Content目录下面,其次对于defaultFont.spritefont文件需要修改其属性:将其Content Porcessor修改为Vector Font,接着就可以编译通过了(测试版本VS2010+XNA4.0)......

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