xna游戏

     这几天我碰了一下xna,我就想翻译一下。

     我先翻译一下GamePadState Members,

      Microsoft.Xna.Framework.Content Namespace

     The ContentManager is the run-time component which loads managed objects from the binary files produced by the design time content pipeline. It also manages the lifespan of the loaded objects, disposing the content manager will also dispose any assets which are themselves IDisposable.

     这个ContentManager类是一个运行环境的下载管理对象组件

       Microsoft.Xna.Framework.Graphics Namespace

       Contains low-level application programming interface (API) methods that take advantage of hardware acceleration capabilities to display 3D objects.

       含有第水平的应用程序利用硬件加速属性的展现3d的接口方法

      Matrices use a row vector layout in the XNA Framework. Matrices can be either row vector or column vector. Row vector matrices view vectors as a row from left to right, while column vector matrices view vectors as a column from top to bottom. For example, the x, y, and z of a matrix's translation vector in the XNA Framework would correspond to the fieldsM41,M42,M43

     Matrices用了一排向量布局在xna框架。Matrices能成为

       GameComponent Class

       Game components provide a modular way of adding functionality to a game. You create a game component by deriving the new component either from theGameComponent class, or, if the component loads and draws graphics content, from theDrawableGameComponent class. You then add game logic and rendering code to the game component by overridingGameComponent.Update,DrawableGameComponent.Draw and GameComponent.Initialize. A game component is registered with a game by passing the component toGame.Components.Add. A registered component will have its draw, update, and initialize methods called from theGame.Initialize,Game.Update, and Game.Draw methods

       game components提供一个模块化的方式增加一个函数到一个游戏中,你创造一个游戏组件通过一个源自一个新的组件或者从

      BufferUsage Enumeration

      WriteOnly

     Indicates that the application only writes to the vertex buffer. If specified, the driver chooses the best memory location for efficient writing and rendering. Attempts to read from a write-only vertex buffer fail

    表明那个应用程序只能写入顶点缓存。假如是特定,那个驱动选择最好的内存

   Except for the main diagonal, whose elements are all ones, the identity matrix is a square matrix composed of zeros. Unlike all other matrix multiplications, the multiplication between an identity matrix and another matrix is commutative.

This is useful for initializing a matrix to a known value before you perform additional operations, such as a transformation

    除了一个主要的对角线,它的元素是所有的,the identity matrix

   The BasicEffect class, which is derived from Effect and inherits the Techniques collection, contains only one available technique which will apply the settings which have been set as the properties of theBasicEffect

  这个BasicEffect类,它派生于EffectTechniques,含有只有一个可利用的技术它应用于这个设置它有

 Matrices use a row vector layout in the XNA Framework. Matrices can be either row vector or column vector. Row vector matrices view vectors as a row from left to right, while column vector matrices view vectors as a column from top to bottom. For example, the x, y, and z of a matrix's translation vector in the XNA Framework would correspond to the fieldsM41,M42, M43

   矩阵用一排向量布局在xna框架。矩阵可以用排向量或者行向量。排向量矩阵

  View space, sometimes called camera space, is similar to world space in that it is typically used for the entire scene. However, in view space, the origin is at the viewer or camera

  视图空间,有时候叫做照相机视图空间,相似于用那个用于整个场景的世界空间。不管这么样,在视图场景中,最原始的是照相机的视图。

 

Projection space refers to the space after applying projection transformation from view space. After the projection transformation, visible content has x- and y-coordinates ranging from −1 to 1, and a z-coordinate ranging from 0 to 1.

To obtain the viewable area (in world space) of a scene, create a BoundingFrustum and pass the combined view and projection matrix to the constructor.

 投影空间参照空间在应用于投影转换从视图空间。在那个可见的内容有x,y坐标

Represents a 3D model composed of multiple ModelMesh objects which may be moved independently

表现了一个由多个mesh对象组成的3d模型

Copies a transform of each bone in a model relative to all parent bones of the bone into a given array.

复制一个每一个骨骼在每一个模型的转换有关于

DrawableGameComponent Class

A game component that is notified when it needs to draw itself.

当它需要画自己,一个游戏组件被调要

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