Esempio n. 1
0
        public void Draw(Camera camera)
        {
            Matrix[] transforms = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(transforms);
            foreach (ModelMesh mesh in model.Meshes)
            {
                foreach (BasicEffect be in mesh.Effects)
                {
                    be.EnableDefaultLighting();
                    be.Projection = camera.projection;
                    be.View = camera.view;
                    be.World = GetWorld() * mesh.ParentBone.Transform;
                }

                mesh.Draw();
            }
        }
Esempio n. 2
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        /// <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);

            // TODO: use this.Content to load your game content here
            camera = new Camera(this, new Vector3(0, 0, 8), Vector3.Zero, Vector3.Up, MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 1.0f, 8.0f);
            Components.Add(camera);
            basicEffect = new BasicEffect(GraphicsDevice);

            triangle = new VertexPositionColor[]{
                new VertexPositionColor(new Vector3(0,2,0), Color.Red),
                new VertexPositionColor(new Vector3(2,-2,0),Color.Green),
                new VertexPositionColor(new Vector3(-2,-2,0),Color.Blue)
            };
        }
Esempio n. 3
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        /// <summary>
        /// 允许游戏在开始运行之前执行其所需的任何初始化。
        /// 游戏能够在此时查询任何所需服务并加载任何非图形
        /// 相关的内容。调用 base.Initialize 将枚举所有组件
        /// 并对其进行初始化。 
        /// </summary>
        protected override void Initialize()
        {
            // TODO: 在此处添加初始化逻辑
            // Initialize Camera
            camera = new Camera(this);
            Components.Add(camera);

            // Initialize model manager
            modelManager = new ModelManager(this);
            Components.Add(modelManager);

            base.Initialize();
        }