using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
public string str = ""; //把數字鍵字串存起來
public double ans = 0;//佔存變數
public int how = 0;//判斷按下+ - * /
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
}
private void button16_Click(object sender, EventArgs e)
{
str = ""; //顯示0
textBox1.Text = "0";
}
private void button1_Click(object sender, EventArgs e)
{
if (str == "0") { str = ""; }//數字鍵1
str += "1";
textBox1.Text = str;//顯示字串內容
}
private void button2_Click(object sender, EventArgs e)
{
if (str == "0") { str = ""; }//數字鍵2
str += "2";
textBox1.Text = str;
}
private void button3_Click(object sender, EventArgs e)
{
if (str == "0") { str = ""; }//數字鍵3
str += "3";
textBox1.Text = str;
}
private void button4_Click(object sender, EventArgs e)
{
if (str == "0") { str = ""; }
str += "4";
textBox1.Text = str;
}
private void button5_Click(object sender, EventArgs e)
{
if (str == "0") { str = ""; }
str += "5";
textBox1.Text = str;
}
private void button6_Click(object sender, EventArgs e)
{
if (str == "0") { str = ""; }
str += "6";
textBox1.Text = str;
}
private void button7_Click(object sender, EventArgs e)
{
if (str == "0") { str = ""; }
str += "7";
textBox1.Text = str;
}
private void button8_Click(object sender, EventArgs e)
{
if (str == "0") { str = ""; }
str += "8";
textBox1.Text = str;
}
private void button9_Click(object sender, EventArgs e)
{
if (str == "0") { str = ""; }
str += "9";
textBox1.Text = str;
}
private void button15_Click(object sender, EventArgs e)
{
if (str != "")//點擊=鍵
{
if (how == 1) { ans += Convert.ToDouble(str); }//轉換成浮點數
else if (how == 2) { ans -= Convert.ToDouble(str); }
else if (how == 3) { ans *= Convert.ToDouble(str); }
else if (how == 4) { ans /= Convert.ToDouble(str); }
else if (ans == 0) { ans = Convert.ToDouble(str); }
else ans = Convert.ToDouble(str);
}
how = 0;//再儲存使用者所按下的運算元
str = Convert.ToString(ans);
textBox1.Text = str;
}
private void button11_Click(object sender, EventArgs e)
{
if (how == 1)
{ if (str == "") { str = "0"; };ans += Convert.ToDouble(str); }
else if (how == 2)
{ if (str == "") { str = "0"; };ans -= Convert.ToDouble(str); }
else if (how == 3)
{ if (str == "") { str = "1"; };ans *= Convert.ToDouble(str); }
else if (how == 4)
{ if (str == "") { str = "1"; };ans /= Convert.ToDouble(str); }
else if (how == 0)
{ if (str == "") { str = "0"; } ans = Convert.ToDouble(str); }
textBox1.Text = Convert.ToString(ans);
how = 1;
str = "";
}
private void button12_Click(object sender, EventArgs e)
{
if (how == 1)
{ if (str == "") { str = "0"; };ans += Convert.ToDouble(str); }
else if (how == 2)
{ if (str == "") { str = "0"; };ans -= Convert.ToDouble(str); }
else if (how == 3)
{ if (str == "") { str = "1"; };ans *= Convert.ToDouble(str); }
else if (how == 4)
{ if (str == "") { str = "1"; };ans /= Convert.ToDouble(str); }
else if (how == 0)
{ if (str == "") { str = "0"; } ans = Convert.ToDouble(str); }
textBox1.Text = Convert.ToString(ans);
how = 2;
str = "";
}
private void button13_Click(object sender, EventArgs e)
{
if (how == 1)
{ if (str == "") { str = "0"; };ans += Convert.ToDouble(str); }
else if (how == 2)
{ if (str == "") { str = "0"; };ans -= Convert.ToDouble(str); }
else if (how == 3)
{ if (str == "") { str = "1"; };ans *= Convert.ToDouble(str); }
else if (how == 4)
{ if (str == "") { str = "1"; };ans /= Convert.ToDouble(str); }
else if (how == 0)
{ if (str == "") { str = "0"; } ans = Convert.ToDouble(str); }
textBox1.Text = Convert.ToString(ans);
how = 3;
str = "";
}
private void button14_Click(object sender, EventArgs e)
{
if (how == 1)
{ if (str == "") { str = "0"; };ans += Convert.ToDouble(str); }
else if (how == 2)
{ if (str == "") { str = "0"; };ans -= Convert.ToDouble(str); }
else if (how == 3)
{ if (str == "") { str = "1"; };ans *= Convert.ToDouble(str); }
else if (how == 4)
{ if (str == "") { str = "1"; };ans /= Convert.ToDouble(str); }
else if (how == 0)
{ if (str == "") { str = "0"; } ans = Convert.ToDouble(str); }
textBox1.Text = Convert.ToString(ans);
how = 4;
str = "";
}
}
}
2010年12月30日 星期四
2010-11-18 考試 紅綠燈
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
int i;
int j;
public Form1()
{
InitializeComponent();
i=0;
j = 0;
}
private void timer1_Tick(object sender, EventArgs e)
{
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = false;
i++;
i = i % 6;
label1.Text = Convert.ToString(i);
j++;
j=j%6;
switch(j)
{
case 0:
button1.Enabled=true;
button2.Enabled = false;
button3.Enabled = false;
break;
case 1:
button1.Enabled = false;
button2.Enabled=true;
button3.Enabled = false;
break;
case 2:
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled=true;
break;
case 3:
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = true;
break;
case 4:
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = true;
break;
case 5:
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = true;
break;
}
}
private void label1_Click(object sender, EventArgs e)
{
}
}
}
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
int i;
int j;
public Form1()
{
InitializeComponent();
i=0;
j = 0;
}
private void timer1_Tick(object sender, EventArgs e)
{
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = false;
i++;
i = i % 6;
label1.Text = Convert.ToString(i);
j++;
j=j%6;
switch(j)
{
case 0:
button1.Enabled=true;
button2.Enabled = false;
button3.Enabled = false;
break;
case 1:
button1.Enabled = false;
button2.Enabled=true;
button3.Enabled = false;
break;
case 2:
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled=true;
break;
case 3:
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = true;
break;
case 4:
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = true;
break;
case 5:
button1.Enabled = false;
button2.Enabled = false;
button3.Enabled = true;
break;
}
}
private void label1_Click(object sender, EventArgs e)
{
}
}
}
亂數
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
int i, bno;
int[] arry = new int[9];
public Form1()
{
InitializeComponent();
}
private void button8_Click(object sender, EventArgs e)
{
if (button4.Text == "0")
{
String temp;
temp = button4.Text;
button4.Text = button8.Text;
button8.Text = temp;
}
else if (button9.Text == "0")
{
String temp;
temp = button9.Text;
button9.Text = button8.Text;
button8.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button5_Click_1(object sender, EventArgs e)
{
int rdno;
int temp;
arry[0] = 0;
arry[1] = 1;
arry[2] = 2;
arry[3] = 3;
arry[4] = 4;
arry[5] = 5;
arry[6] = 6;
arry[7] = 7;
arry[8] = 8;
for (int i = 0; i < 9; i++)
{
Random rd = new Random();
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rdno);
temp = arry[rdno];
arry[rdno] = arry[arry.Length - (i + 1)];
arry[arry.Length - (i + 1)] = temp;
}
//output
button1.Text = Convert.ToString(arry[0]);
button2.Text = Convert.ToString(arry[1]);
button3.Text = Convert.ToString(arry[2]);
button4.Text = Convert.ToString(arry[3]);
button6.Text = Convert.ToString(arry[4]);
button7.Text = Convert.ToString(arry[5]);
button8.Text = Convert.ToString(arry[6]);
button9.Text = Convert.ToString(arry[7]);
button10.Text = Convert.ToString(arry[8]);
}
private void button1_Click(object sender, EventArgs e)
{
if (button2.Text == "0")
{
String temp;
temp = button2.Text;
button2.Text = button1.Text;
button1.Text = temp;
}
else if (button4.Text == "0")
{
String temp;
temp = button4.Text;
button4.Text = button1.Text;
button1.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button2_Click(object sender, EventArgs e)
{
if (button1.Text == "0")
{
String temp;
temp = button1.Text;
button1.Text = button2.Text;
button2.Text = temp;
}
else if (button3.Text == "0")
{
String temp;
temp = button3.Text;
button3.Text = button2.Text;
button2.Text = temp;
}
else if (button6.Text == "0")
{
String temp;
temp = button6.Text;
button6.Text = button2.Text;
button2.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button3_Click(object sender, EventArgs e)
{
if (button2.Text == "0")
{
String temp;
temp = button2.Text;
button2.Text = button3.Text;
button3.Text = temp;
}
else if (button7.Text == "0")
{
String temp;
temp = button7.Text;
button7.Text = button3.Text;
button3.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button4_Click(object sender, EventArgs e)
{
if (button1.Text == "0")
{
String temp;
temp = button1.Text;
button1.Text = button4.Text;
button4.Text = temp;
}
else if (button6.Text == "0")
{
String temp;
temp = button6.Text;
button6.Text = button4.Text;
button4.Text = temp;
}
else if (button8.Text == "0")
{
String temp;
temp = button8.Text;
button8.Text = button4.Text;
button4.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button6_Click(object sender, EventArgs e)
{
if (button2.Text == "0")
{
String temp;
temp = button2.Text;
button2.Text = button6.Text;
button6.Text = temp;
}
else if (button4.Text == "0")
{
String temp;
temp = button4.Text;
button4.Text = button6.Text;
button6.Text = temp;
}
else if (button7.Text == "0")
{
String temp;
temp = button7.Text;
button7.Text = button6.Text;
button6.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button7_Click(object sender, EventArgs e)
{
if (button3.Text == "0")
{
String temp;
temp = button3.Text;
button3.Text = button7.Text;
button7.Text = temp;
}
else if (button6.Text == "0")
{
String temp;
temp = button6.Text;
button6.Text = button7.Text;
button7.Text = temp;
}
else if (button10.Text == "0")
{
String temp;
temp = button10.Text;
button10.Text = button7.Text;
button7.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button9_Click(object sender, EventArgs e)
{
if (button6.Text == "0")
{
String temp;
temp = button6.Text;
button6.Text = button9.Text;
button9.Text = temp;
}
else if (button8.Text == "0")
{
String temp;
temp = button8.Text;
button8.Text = button9.Text;
button9.Text = temp;
}
else if (button10.Text == "0")
{
String temp;
temp = button10.Text;
button10.Text = button9.Text;
button9.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button10_Click(object sender, EventArgs e)
{
if (button7.Text == "0")
{
String temp;
temp = button7.Text;
button7.Text = button10.Text;
button10.Text = temp;
}
else if (button9.Text == "0")
{
String temp;
temp = button9.Text;
button9.Text = button10.Text;
button10.Text = temp;
}
else
MessageBox.Show("不能換");
}
}
}
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
int i, bno;
int[] arry = new int[9];
public Form1()
{
InitializeComponent();
}
private void button8_Click(object sender, EventArgs e)
{
if (button4.Text == "0")
{
String temp;
temp = button4.Text;
button4.Text = button8.Text;
button8.Text = temp;
}
else if (button9.Text == "0")
{
String temp;
temp = button9.Text;
button9.Text = button8.Text;
button8.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button5_Click_1(object sender, EventArgs e)
{
int rdno;
int temp;
arry[0] = 0;
arry[1] = 1;
arry[2] = 2;
arry[3] = 3;
arry[4] = 4;
arry[5] = 5;
arry[6] = 6;
arry[7] = 7;
arry[8] = 8;
for (int i = 0; i < 9; i++)
{
Random rd = new Random();
rdno = rd.Next(0, 9);
button5.Text = Convert.ToString(rdno);
temp = arry[rdno];
arry[rdno] = arry[arry.Length - (i + 1)];
arry[arry.Length - (i + 1)] = temp;
}
//output
button1.Text = Convert.ToString(arry[0]);
button2.Text = Convert.ToString(arry[1]);
button3.Text = Convert.ToString(arry[2]);
button4.Text = Convert.ToString(arry[3]);
button6.Text = Convert.ToString(arry[4]);
button7.Text = Convert.ToString(arry[5]);
button8.Text = Convert.ToString(arry[6]);
button9.Text = Convert.ToString(arry[7]);
button10.Text = Convert.ToString(arry[8]);
}
private void button1_Click(object sender, EventArgs e)
{
if (button2.Text == "0")
{
String temp;
temp = button2.Text;
button2.Text = button1.Text;
button1.Text = temp;
}
else if (button4.Text == "0")
{
String temp;
temp = button4.Text;
button4.Text = button1.Text;
button1.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button2_Click(object sender, EventArgs e)
{
if (button1.Text == "0")
{
String temp;
temp = button1.Text;
button1.Text = button2.Text;
button2.Text = temp;
}
else if (button3.Text == "0")
{
String temp;
temp = button3.Text;
button3.Text = button2.Text;
button2.Text = temp;
}
else if (button6.Text == "0")
{
String temp;
temp = button6.Text;
button6.Text = button2.Text;
button2.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button3_Click(object sender, EventArgs e)
{
if (button2.Text == "0")
{
String temp;
temp = button2.Text;
button2.Text = button3.Text;
button3.Text = temp;
}
else if (button7.Text == "0")
{
String temp;
temp = button7.Text;
button7.Text = button3.Text;
button3.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button4_Click(object sender, EventArgs e)
{
if (button1.Text == "0")
{
String temp;
temp = button1.Text;
button1.Text = button4.Text;
button4.Text = temp;
}
else if (button6.Text == "0")
{
String temp;
temp = button6.Text;
button6.Text = button4.Text;
button4.Text = temp;
}
else if (button8.Text == "0")
{
String temp;
temp = button8.Text;
button8.Text = button4.Text;
button4.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button6_Click(object sender, EventArgs e)
{
if (button2.Text == "0")
{
String temp;
temp = button2.Text;
button2.Text = button6.Text;
button6.Text = temp;
}
else if (button4.Text == "0")
{
String temp;
temp = button4.Text;
button4.Text = button6.Text;
button6.Text = temp;
}
else if (button7.Text == "0")
{
String temp;
temp = button7.Text;
button7.Text = button6.Text;
button6.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button7_Click(object sender, EventArgs e)
{
if (button3.Text == "0")
{
String temp;
temp = button3.Text;
button3.Text = button7.Text;
button7.Text = temp;
}
else if (button6.Text == "0")
{
String temp;
temp = button6.Text;
button6.Text = button7.Text;
button7.Text = temp;
}
else if (button10.Text == "0")
{
String temp;
temp = button10.Text;
button10.Text = button7.Text;
button7.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button9_Click(object sender, EventArgs e)
{
if (button6.Text == "0")
{
String temp;
temp = button6.Text;
button6.Text = button9.Text;
button9.Text = temp;
}
else if (button8.Text == "0")
{
String temp;
temp = button8.Text;
button8.Text = button9.Text;
button9.Text = temp;
}
else if (button10.Text == "0")
{
String temp;
temp = button10.Text;
button10.Text = button9.Text;
button9.Text = temp;
}
else
MessageBox.Show("不能換");
}
private void button10_Click(object sender, EventArgs e)
{
if (button7.Text == "0")
{
String temp;
temp = button7.Text;
button7.Text = button10.Text;
button10.Text = temp;
}
else if (button9.Text == "0")
{
String temp;
temp = button9.Text;
button9.Text = button10.Text;
button10.Text = temp;
}
else
MessageBox.Show("不能換");
}
}
}
2010年12月3日 星期五
2010 12.02
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;
namespace WindowsGame2
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
Model myModel;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
float aspectRatio;
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
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);
myModel = Content.Load<Model>("Models\\glenn");
aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
}
/// <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
modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds *
MathHelper.ToRadians(0.1f);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
/// // Set the position of the model in world space, and set the rotation.
Vector3 modelPosition = Vector3.Zero;
float modelRotation = 0.0f;
// Set the position of the camera in world space, for our view matrix.
Vector3 cameraPosition = new Vector3(200.0f, 1.0f, 1.0f);
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
// Copy any parent transforms.
Matrix[] transforms = new Matrix[myModel.Bones.Count];
myModel.CopyAbsoluteBoneTransformsTo(transforms);
// Draw the model. A model can have multiple meshes, so loop.
foreach (ModelMesh mesh in myModel.Meshes)
{
// This is where the mesh orientation is set, as well
// as our camera and projection.
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = transforms[mesh.ParentBone.Index] *
Matrix.CreateRotationY(modelRotation)
* Matrix.CreateTranslation(modelPosition);
effect.View = Matrix.CreateLookAt(cameraPosition,
Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f), aspectRatio,
1.0f, 10000.0f);
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
base.Draw(gameTime);
}
}
}
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;
namespace WindowsGame2
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
Model myModel;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
float aspectRatio;
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
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);
myModel = Content.Load<Model>("Models\\glenn");
aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
}
/// <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
modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds *
MathHelper.ToRadians(0.1f);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
/// // Set the position of the model in world space, and set the rotation.
Vector3 modelPosition = Vector3.Zero;
float modelRotation = 0.0f;
// Set the position of the camera in world space, for our view matrix.
Vector3 cameraPosition = new Vector3(200.0f, 1.0f, 1.0f);
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
// Copy any parent transforms.
Matrix[] transforms = new Matrix[myModel.Bones.Count];
myModel.CopyAbsoluteBoneTransformsTo(transforms);
// Draw the model. A model can have multiple meshes, so loop.
foreach (ModelMesh mesh in myModel.Meshes)
{
// This is where the mesh orientation is set, as well
// as our camera and projection.
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = transforms[mesh.ParentBone.Index] *
Matrix.CreateRotationY(modelRotation)
* Matrix.CreateTranslation(modelPosition);
effect.View = Matrix.CreateLookAt(cameraPosition,
Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f), aspectRatio,
1.0f, 10000.0f);
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
base.Draw(gameTime);
}
}
}
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