プリミティブを作成して何度も使用する方法はありますか? 例: 立方体を 1 つ作成する場合、100 個作成して 10x10 のグリッドを作成できますか? for ループを使用して、ループごとに x 座標と z 座標を更新しようとしましたが、最初に作成された 1 つのキューブのみを移動します。私のクラスは、本の例を使用して作成されました。PositionCube メソッドで座標を変更して、領域内で立方体を移動する方法を知っています。シンプルな 10x10 グリッドを作成できるメイン ゲーム クラスで何ができますか?
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Cube_Chaser
{
class Cube
{
private GraphicsDevice device;
private Texture2D texture;
public Vector3 location;
private Vector3 position;
private VertexBuffer cubeVertexBuffer;
private List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
public Cube(GraphicsDevice graphicsDevice, Vector3 playerLocation, float minDistance, Texture2D texture)
{
device = graphicsDevice;
this.texture = texture;
PositionCube(playerLocation, minDistance);
BuildFace(new Vector3(0, 0, 0), new Vector3(0, 1, 1));
BuildFace(new Vector3(0, 0, 1), new Vector3(1, 1, 1));
BuildFace(new Vector3(1, 0, 1), new Vector3(1, 1, 0));
BuildFace(new Vector3(1, 0, 0), new Vector3(0, 1, 0));
BuildFaceHorizontal(new Vector3(0, 1, 0), new Vector3(1, 1, 1));
BuildFaceHorizontal(new Vector3(0, 0, 1), new Vector3(1, 0, 0));
cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly);
cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray());
this.position = position;
}
private void BuildFace(Vector3 p1, Vector3 p2)
{
vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0));
vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1));
vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1));
vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1));
vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0));
vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0));
}
private void BuildFaceHorizontal(Vector3 p1, Vector3 p2)
{
vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1));
vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1));
vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0));
vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1));
vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0));
vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0));
}
private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v)
{
return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v));
}
public void PositionCube(Vector3 playerLocation, float minDistance)
{
location = new Vector3(.5f, .5f, .5f);
}
public void Draw(Camera camera, BasicEffect effect)
{
effect.VertexColorEnabled = false;
effect.TextureEnabled = true;
effect.Texture = texture;
Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f));
Matrix scale = Matrix.CreateScale(0.05f);
Matrix translate = Matrix.CreateTranslation(location);
effect.World = center * scale * translate;
effect.View = camera.View;
effect.Projection = camera.Projection;
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
device.SetVertexBuffer(cubeVertexBuffer);
device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3);
}
}
}
}