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.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace WindowsGame2
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Model myModel;
// The aspect ratio determines how to scale 3d to 2d projection.
float aspectRatio;
Vector3 modelPosition = Vector3.Zero;
float modelRotation = 0.0f;
// Set the position of the camera in world space, for our view matrix.
Vector3 cameraPosition = new Vector3(80.0f,0.0f, 10.0f);
public Game1()
{
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()
{
// 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()
{
// 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
myModel = Content.Load<Model>("Models\\head");
aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
}
/// <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
modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds *
MathHelper.ToRadians(0.1f);
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);
// TODO: Add your drawing code here
// Copy any parent transforms.
Matrix[] transforms = new Matrix[myModel.Bones.Count];
myModel.CopyAbsoluteBoneTransformsTo(transforms);
// Draw the model. A model can have multiple meshes, so loop.
foreach (ModelMesh mesh in myModel.Meshes)
{
// This is where the mesh orientation is set, as well
// as our camera and projection.
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = transforms[mesh.ParentBone.Index] *
Matrix.CreateRotationY(modelRotation)
* Matrix.CreateTranslation(modelPosition);
effect.View = Matrix.CreateLookAt(cameraPosition,
Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f), aspectRatio,
1.0f, 10000.0f);
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
base.Draw(gameTime);
}
}
}
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