有没有办法制作一个原语并一遍又一遍地使用它?例如:如果我制作一个立方体,我可以创建100并制作10x10网格吗?我已经尝试使用for循环并通过每个循环更新x和z coords,但它只移动在开头创建的一个多维数据集。我的班级是用一本书中的例子创建的。我知道如何通过改变PositionCube方法中的坐标来围绕该区域移动立方体。我可以在主游戏课程中做些什么才能创建一个简单的10x10网格?
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);
}
}
}
}
答案 0 :(得分:1)
我接受了@ nico-schetler的回答并为你创建了课程。
Cube.cs
class Cube
{
private GraphicsDevice device;
private VertexBuffer cubeVertexBuffer;
public Cube(GraphicsDevice graphicsDevice)
{
device = graphicsDevice;
var vertices = new List<VertexPositionTexture>();
BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1));
BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1));
BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0));
BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0));
BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1));
BuildFaceHorizontal(vertices, 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());
}
private void BuildFace(List<VertexPositionTexture> vertices, 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(List<VertexPositionTexture> vertices, 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 Draw( BasicEffect effect)
{
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
device.SetVertexBuffer(cubeVertexBuffer);
device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3);
}
}
}
CubeDrawable.cs
public class DrawableList<T> : DrawableGameComponent
{
private BasicEffect effect;
private Camera camera;
private class Entity
{
public Vector3 Position { get; set; }
public Matrix Orientation { get; set; }
public Texture2D Texture { get; set; }
}
private Cube cube;
private List<Entity> entities = new List<Entity>();
public DrawableList (Game game, Camera camera, BasicEffect effect)
: base( game )
{
this.effect = effect;
cube = new Cube (game.GraphicsDevice);
this.camera = camera;
}
public void Add( Vector3 position, Matrix orientation, Texture2D texture )
{
entities.Add (new Entity() {
Position = position,
Orientation = orientation,
Texture = texture
});
}
public override void Draw (GameTime gameTime )
{
base.Draw (gameTime);
foreach (var item in entities) {
effect.VertexColorEnabled = false;
effect.TextureEnabled = true;
effect.Texture = item.Texture;
Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f));
Matrix scale = Matrix.CreateScale(0.05f);
Matrix translate = Matrix.CreateTranslation(item.Position);
effect.World = center * scale * translate;
effect.View = camera.View;
effect.Projection = camera.Projection;
cube.Draw (effect);
}
}
}
用法
camera = new Camera (graphics.GraphicsDevice);
effect = new BasicEffect (graphics.GraphicsDevice);
cubes = new DrawableList<Cube> (this, camera, effect);
Components.Add (cubes);
for (int i=0 ; i < 50; i++)
{
cubes.Add (new Vector3( i*0.5f, 50.0f, 50.0f), Matrix.Identity, logoTexture);
}
答案 1 :(得分:0)
您应该将多维数据集的逻辑表示与物理表示分开。物理表示将是顶点缓冲区等。每个立方体都是相同的。您可以通过以下方式影响渲染:世界变换(正如你已经做过的那样)。
逻辑表示是您的多维数据集类。您将需要100个实例(每个实例都有自己的位置,比例等)。逻辑表示可以引用物理表示。所以不需要有多个顶点缓冲区。