|
Компелятор говорит что у StorageContainer нет свойства TotalStorage, как решить эту проблему ? |
Санкт-Петербургский государственный политехнический университет
Опубликован: 09.12.2013 | Доступ: свободный | Студентов: 2072 / 37 | Длительность: 06:23:00
Темы: Программирование, Игры, Образование
Специальности: Программист
Самостоятельная работа 7:
Основы 3Д. Построение сцены
Реализация:
В приведенном листинге содержится наиболее простое решение, читателю предлагается самостоятельно выполнить дополнительные задания на выбор:
- Реализация теней
- Реализация зеркала в комнате
- Текстурирование объектов и стен
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;
using Primitives3D;
namespace Lab7
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
BasicEffect effect;
TeapotPrimitive teapot;
CubePrimitive cube;
CubePrimitive wall;
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);
cube = new CubePrimitive(GraphicsDevice);
teapot = new TeapotPrimitive(GraphicsDevice);
wall = new CubePrimitive(GraphicsDevice, 5);
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.CornflowerBlue);
// TODO: Add your drawing code here
Matrix world = Matrix.Identity
Matrix view = Matrix.CreateLookAt(new Vector3(0, 1, 10), Vector3.Zero, Vector3.Up);
Matrix proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 0.1f, 20);
effect.View = view;
effect.Projection = proj;
effect.LightingEnabled = true;
effect.SpecularColor = new Vector3(1, 1, 1);
effect.SpecularPower = 24;
effect.AmbientLightColor = new Vector3(0.2f, 0.2f, 0.2f);
// Задание параметров первого источника света
effect.DirectionalLight0.Enabled = true;
// Изменение направления освещения в зависимости от времени
float angle = MathHelper.ToRadians((float)Math.Sin((float)gameTime.TotalGameTime.TotalSeconds)*20);
Vector3 lightDir = new Vector3((float)Math.Sin(angle), -(float)Math.Cos(angle), 0);
effect.DirectionalLight0.Direction = lightDir;
effect.DirectionalLight0.DiffuseColor = new Vector3(0.5f, 0.5f, 0.5f);
effect.DirectionalLight0.SpecularColor = new Vector3(1, 1, 1);
// Включение попиксельного освещения
effect.PreferPerPixelLighting = true;
effect.DiffuseColor = new Vector3(0, 1, 0);
// Рисование стен
effect.World = Matrix.CreateTranslation(5, 0, 0);
wall.Draw(effect);
effect.World = Matrix.CreateTranslation(-5, 0, 0);
wall.Draw(effect);
effect.World = Matrix.CreateTranslation(0, 5, 0);
wall.Draw(effect);
effect.World = Matrix.CreateTranslation(0, -3, 0);
wall.Draw(effect);
effect.World = Matrix.CreateTranslation(0, 0, -5);
wall.Draw(effect);
effect.World = world * Matrix.CreateTranslation(1, 0, 0);
effect.DiffuseColor = new Vector3(1, 0, 0);
cube.Draw(effect);
effect.World = world * Matrix.CreateTranslation(-2, 0, 0.3f);
effect.DiffuseColor = new Vector3(0, 0, 1);
teapot.Draw(effect);
effect.World = world * Matrix.CreateRotationY(MathHelper.PiOver2) * Matrix.CreateTranslation(1, 0.8f, 0);
effect.DiffuseColor = new Vector3(0, 0, 1);
teapot.Draw(effect);
base.Draw(gameTime);
}
}
}