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 WindowsGame1 { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model model; Vector3 cameraPosition; Matrix view, projection; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// /// 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. /// protected override void Initialize() { //fill in the appropriate values below cameraPosition=new Vector3(/*X position from max, Z position from max, -Y position from max*/); projection = Matrix.CreatePerspectiveFieldOfView(0.78f /* == 45deg*/, graphics.GraphicsDevice.Viewport.AspectRatio, 1, 10000); base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load("modelFileName"); } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); view = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] modelTransforms; modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.Projection = projection; effect.View = view; effect.World = modelTransforms[mesh.ParentBone.Index]; } mesh.Draw(); } base.Draw(gameTime); } } }