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Компелятор говорит что у StorageContainer нет свойства TotalStorage, как решить эту проблему ? |
Санкт-Петербургский государственный политехнический университет
Опубликован: 09.12.2013 | Доступ: свободный | Студентов: 2065 / 33 | Длительность: 06:23:00
Темы: Программирование, Игры, Образование
Специальности: Программист
Самостоятельная работа 3:
Координаты, преобразования
Реализация
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 Lab3
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
VertexDeclaration vd;
VertexPositionColor[] vertices;
int[] indices;
VertexPositionColor[] axis;
int[] axisIndices;
BasicEffect effect;
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
effect = new BasicEffect(GraphicsDevice, null);
vd = new VertexDeclaration(GraphicsDevice, VertexPositionColor.VertexElements);
vertices = new VertexPositionColor[8];
// Цвета для вершин задавать необязательно, так как цвет будет задан при отрисовке
vertices[0].Position = new Vector3(-0.5f, 0.5f, 0.5f);
vertices[1].Position = new Vector3(0.5f, 0.5f, 0.5f);
vertices[2].Position = new Vector3(0.5f, -0.5f, 0.5f);
vertices[3].Position = new Vector3(-0.5f, -0.5f, 0.5f);
vertices[4].Position = new Vector3(0.5f, 0.5f, -0.5f);
vertices[5].Position = new Vector3(-0.5f, 0.5f, -0.5f);
vertices[6].Position = new Vector3(-0.5f, -0.5f, -0.5f);
vertices[7].Position = new Vector3(0.5f, -0.5f, -0.5f);
indices = new int[] {
0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
2, 1, 4, 4, 7, 2,
6, 5, 0, 0, 3, 6,
1, 0, 5, 5, 4, 1,
3, 2, 7, 7, 6, 3
};
axis = new VertexPositionColor[4];
axis[0].Position = Vector3.Zero;
axis[1].Position = new Vector3(3, 0, 0);
axis[2].Position = new Vector3(0, 3, 0);
axis[3].Position = new Vector3(0, 0, 3);
axisIndices = new int[] { 0, 1, 0, 2, 0, 3};
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
}
/// <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
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.Black);
// Включение каркасного режима отображения
GraphicsDevice.RenderState.FillMode = FillMode.WireFrame;
// Выключение отбраковки невидимых вершин
GraphicsDevice.RenderState.CullMode = CullMode.None;
// TODO: Add your drawing code here
Matrix world = Matrix.Identity;//Matrix.CreateRotationY((float)gameTime.TotalGameTime.TotalSeconds);
Matrix view = Matrix.CreateLookAt(new Vector3(0.5f, 1, 5), Vector3.Zero, Vector3.Up);
Matrix proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 1, 10);
GraphicsDevice.VertexDeclaration = vd;
effect.World = world;
effect.View = view;
effect.Projection = proj;
effect.DiffuseColor = new Vector3(1, 1, 1);
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.LineList, axis, 0, axis.Length, axisIndices, 0, axisIndices.Length / 2);
pass.End();
}
effect.End();
effect.Begin();
effect.DiffuseColor = new Vector3(1, 0, 1);
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3);
pass.End();
}
effect.End();
effect.World = Matrix.CreateTranslation(0, 1, 0);
effect.Begin();
effect.DiffuseColor = new Vector3(1, 0, 0);
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3);
pass.End();
}
effect.End();
effect.World = Matrix.CreateScale(2);
effect.Begin();
effect.DiffuseColor = new Vector3(0, 1, 0);
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3);
pass.End();
}
effect.End();
base.Draw(gameTime);
}
}
}