Компелятор говорит что у StorageContainer нет свойства TotalStorage, как решить эту проблему ? |
Санкт-Петербургский государственный политехнический университет
Опубликован: 09.12.2013 | Доступ: свободный | Студентов: 2053 / 30 | Длительность: 06:23:00
Темы: Программирование, Игры, Образование
Специальности: Программист
Теги:
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); } } }