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经过前两节的学习,我们已经具备了创建三维空间的条件了,相信很多人已经跃跃欲试了,接下来,我们就动手开始在Windows Phone中的3D开发之旅。 打开Visual Studio 2010(什么?还没有Windows Phone的开发环境?唉,自己处理一下吧,有问题问[百度](http://www.baidu.com)),新建一个项目(File->New->Project),在弹出的对话框中选择XNA Game Studio 4.0中的Windows Phone Game,在Name中就命名为“Hello”吧,点击“OK”确定。界面如下图所示。 ![](https://box.kancloud.cn/2016-04-08_570727fa0b206.gif) 在Solution Explorer窗口中右击项目名,执行Add->Class菜单项,如下图所示。 ![](https://box.kancloud.cn/2016-04-08_570727fa240dc.gif) 在弹出的对话框中按下图选择,将类命名为Camera,点击“Add”按钮。 ![](https://box.kancloud.cn/2016-04-08_570727fa3b783.gif) 为Camera类添加两个属性: public Matrix view{get;protected set;} public Matrix projection { get; protectedset; } 修改Camera类的构造函数为: ~~~ public Camera(Game game, Vector3 pos,Vector3 target, Vector3 up, float fieldOfView, float aspectRatio, floatnearPlaneDistance,float farPlaneDistance)            : base(game)        {            view = Matrix.CreateLookAt(pos,target, up);            projection =Matrix.CreatePerspectiveFieldOfView(fieldOfView,aspectRatio,nearPlaneDistance,farPlaneDistance);        } ~~~ 该类的完整代码见《[在Windows Phone中进行3D开发之二摄像机](http://blog.csdn.net/caowenbin/article/details/6871332)》一文。       打开Game1类,添加如下成员变量:        Camera camera;        Matrix world = Matrix.Identity;        BasicEffect basicEffect; 在Game1()构造方法中添加代码: graphics.IsFullScreen =true; 在LoacContent()方法中添加代码: ~~~            camera = new Camera(this, newVector3(0, 0, 5), Vector3.Zero, Vector3.Up, MathHelper.PiOver4,GraphicsDevice.Viewport.AspectRatio, 1.0f, 50.0f);            Components.Add(camera);            basicEffect = newBasicEffect(GraphicsDevice); ~~~ 这段代码中,MathHelper是一个数学上的辅助类,其PiOver4属性是π/4,即45度角。Viewport.AspectRatio是长宽比。 在Draw()方法中添加代码: ~~~            basicEffect.World = world;            basicEffect.View = camera.view;            basicEffect.Projection =camera.projection;            foreach (EffectPass pass inbasicEffect.CurrentTechnique.Passes)            {                pass.Apply();            } ~~~ BasicEffect类的作用是控制渲染效果,在3D开发中必不可少。通常用在Draw()方法中进行设置以改变渲染器的行为,后文中我们还将用它控制颜色、光线等很多特效。在前几节内容中用的较多的就是BasicEffect的三个属性,即代码中的World、View、Projection,分别代表世界矩阵、摄像机矩阵、投影矩阵。这里我们要在坐标原点绘制对象,所以World设置了单位矩阵,即Mathix.Identity。 BasicEffect里包含一些Technique,每个Technique又由若干EffectPass组成,我们要在每个EffectPass上进行Apply请求,才能在该EffectPass上进行绘制。这个Apply()方法的调用就像我们进行2D时调用SpriteBatch.Begin()一样,是绘制开始前必须调用的方法。因此在使用BasicEffect时,需要一个foreach循环。 完整的Game1类代码如下: ~~~ 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.Input.Touch; using Microsoft.Xna.Framework.Media; namespace Hello { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; Camera camera; Matrix world = Matrix.Identity; BasicEffect basicEffect; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); // Extend battery life under lock. InactiveSleepTime = TimeSpan.FromSeconds(1); graphics.IsFullScreen = true; } /// <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 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() { camera = new Camera(this, new Vector3(0, 0, 5), Vector3.Zero, Vector3.Up, MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 1.0f, 50.0f); Components.Add(camera); basicEffect = new BasicEffect(GraphicsDevice); } /// <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); basicEffect.World = world; basicEffect.View = camera.view; basicEffect.Projection = camera.projection; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); } base.Draw(gameTime); } } } ~~~ 运行程序,打开模拟器,运行结果如下图所示。 ![](https://box.kancloud.cn/2016-04-08_570727fa574d8.gif) 不用怀疑,虽然屏幕上什么都没有,但事实上屏幕上所表现的已经是一个三维空间,我们有一个摄像机位于(0,0,5)位置,也就是屏幕外,摄像机方向指向了原点,使用了45度视角和屏幕的宽高比进行成像,近平面是1,远平面是50。在下节中,我们就将在其中加入物体。 ——欢迎转载,请注明出处 [http://blog.csdn.net/caowenbin](http://blog.csdn.net/caowenbin) ——