私が持っているもの: 私の船のゲーム クラス モデル クラス カメラ クラス
F5 を押すとゲームが開き、青色で表示されますが、モデルが表示されません。なぜこれが起こっているのかについて誰かアドバイスがありましたか?
誰かが助けてくれるなら、本当に感謝しています。
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;
namespace test1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
//Visual components
Ship ship = new Ship();
Camera _camera;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
this.graphics.ToggleFullScreen();
this._camera = new Camera(graphics.GraphicsDevice.Viewport);
this._camera.LookAt = new Vector3(0.0f, 0.0f, -1.0f);
base.Initialize();
}
protected override void LoadContent()
{
ship.Model = Content.Load<Model>("Models/p1_wedge");
ship.Transforms = _camera.SetupEffectDefaults(ship.Model);
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
// Get some input.
UpdateInput();
base.Update(gameTime);
}
protected void UpdateInput()
{
// Get the game pad state.
GamePadState currentState = GamePad.GetState(PlayerIndex.One);
KeyboardState currentKeyState = Keyboard.GetState();
ship.Update(currentState);
}
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
//camera
this._camera.Update();
_camera.LookAt = ship.Position;
Matrix shipTransformMatrix = ship.RotationMatrix
* Matrix.CreateTranslation(ship.Position);
DrawModel(ship.Model, shipTransformMatrix, ship.Transforms);
base.Draw(gameTime);
}
public static void DrawModel(Model model, Matrix modelTransform,
Matrix[] absoluteBoneTransforms)
{
//Draw the model, a model can have multiple meshes, so loop
foreach (ModelMesh mesh in model.Meshes)
{
//This is where the mesh orientation is set
foreach (BasicEffect effect in mesh.Effects)
{
effect.World =
absoluteBoneTransforms[mesh.ParentBone.Index] *
modelTransform;
}
mesh.Draw();
}
}
}
}
using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace test1
{
class Ship
{
public Model Model;
public Matrix[] Transforms;
//Position of the model in world space
public Vector3 Position = Vector3.Zero;
//Velocity of the model, applied each frame to the model's position
public Vector3 Velocity = Vector3.Zero;
private const float VelocityScale = 5.0f;
public Matrix RotationMatrix =
Matrix.CreateRotationX(MathHelper.PiOver2);
private float rotation;
public float Rotation
{
get { return rotation; }
set
{
float newVal = value;
while (newVal >= MathHelper.TwoPi)
{
newVal -= MathHelper.TwoPi;
}
while (newVal < 0)
{
newVal += MathHelper.TwoPi;
}
if (rotation != value)
{
rotation = value;
RotationMatrix =
Matrix.CreateRotationX(MathHelper.PiOver2) *
Matrix.CreateRotationZ(rotation);
}
}
}
public void Update(GamePadState controllerState)
{
KeyboardState currentKeyState = Keyboard.GetState();
if (currentKeyState.IsKeyDown(Keys.A))
Rotation += 0.10f;
else
// Rotate the model using the left thumbstick, and scale it down.
Rotation -= controllerState.ThumbSticks.Left.X * 0.10f;
if (currentKeyState.IsKeyDown(Keys.D))
Rotation -= 0.10f;
if (currentKeyState.IsKeyDown(Keys.W))
Velocity += RotationMatrix.Forward * VelocityScale;
else
// Finally, add this vector to our velocity.
Velocity += RotationMatrix.Forward * VelocityScale *
controllerState.Triggers.Right;
// In case you get lost, press A to warp back to the center.
if (currentKeyState.IsKeyDown(Keys.Enter))
{
Position = Vector3.Zero;
Velocity = Vector3.Zero;
Rotation = 0.0f;
}
Position += Velocity;
Velocity *= 0.95f;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Graphics;
namespace test1
{
public class Camera
{
private Vector3 _position;
private Vector3 _lookAt;
private Matrix _viewMatrix;
private Matrix _projectionMatrix;
private float _aspectRatio;
public Camera(Viewport viewport)
{
this._aspectRatio = ((float)viewport.Width) / ((float)viewport.Height);
this._projectionMatrix = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(40.0f),
this._aspectRatio,
20000.0f,
30000.0f);
}
public Vector3 Position
{
get { return this._position; }
set { this._position = value; }
}
public Vector3 LookAt
{
get { return this._lookAt; }
set { this._lookAt = value; }
}
public Matrix ViewMatrix
{
get { return this._viewMatrix; }
}
public Matrix ProjectionMatrix
{
get { return this._projectionMatrix; }
}
public void Update()
{
this._viewMatrix =
Matrix.CreateLookAt(this._position, this._lookAt, Vector3.Up);
}
public Matrix[] SetupEffectDefaults(Model myModel)
{
Matrix[] absoluteTransforms = new Matrix[myModel.Bones.Count];
myModel.CopyAbsoluteBoneTransformsTo(absoluteTransforms);
foreach (ModelMesh mesh in myModel.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.Projection = ProjectionMatrix;
effect.View = ViewMatrix;
}
}
return absoluteTransforms;
}
}
}
編集
public static void DrawModel(Model model, Matrix modelTransform,
Matrix[] absoluteBoneTransforms)
{
//Draw the model, a model can have multiple meshes, so loop
foreach (ModelMesh mesh in model.Meshes)
{
//This is where the mesh orientation is set
foreach (BasicEffect effect in mesh.Effects)
{
effect.World =
absoluteBoneTransforms[mesh.ParentBone.Index] *
modelTransform;
effect.Projection = _camera.ProjectionMatrix;
effect.View = _camera.ViewMatrix;
}
//Draw the mesh, will use the effects set above.
mesh.Draw();
}