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using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework;
namespace DrawLines { class Box { float x;
public float X { get { return x; } set { x = value; setVertextPositions(); } }
float y;
public float Y { get { return y; } set { y = value; setVertextPositions(); } }
float z;
public float Z { get { return z; } set { z = value; setVertextPositions(); } }
Color topColor; public Color TopColor { get { return topColor; } set { topColor = value; setVertextPositions(); } }
Color leftColor; public Color LeftColor { get { return leftColor; } set { leftColor = value; setVertextPositions(); } }
Color rightColor; public Color RightColor { get { return rightColor; } set { rightColor = value; setVertextPositions(); } }
Color bottomColor; public Color BottomColor { get { return bottomColor; } set { bottomColor = value; setVertextPositions(); } }
Color frontColor; public Color FrontColor { get { return frontColor; } set { frontColor = value; setVertextPositions(); } }
Color backColor; public Color BackColor { get { return backColor; } set { backColor = value; setVertextPositions(); } }
float width;
public float Width { get { return width; } set { width = value; setVertextPositions(); } }
float heigth; public float Heigth { get { return heigth; } set { heigth = value; setVertextPositions(); } }
float depth; float Depth { get { return depth; } set { depth = value; setVertextPositions(); } }
//Back Vector3 upperLeftBack; Vector3 upperRightBack; Vector3 lowerLeftBack; Vector3 lowerRightBack;
//Front Vector3 upperLeftFront; Vector3 upperRightFront; Vector3 lowerLeftFront; Vector3 lowerRightFront;
VertexPositionColor[] vertices;
BasicEffect basicEffect; GraphicsDevice device; int primitiveCount = 0;
public Matrix View { get { return basicEffect.View; } set { basicEffect.View = value; } }
public Matrix Projection { get { return basicEffect.Projection; } set { basicEffect.Projection = value; } }
public Box(GraphicsDevice device, float x, float y, float z, float width, float heigth, float depth, Color color) { this.x = x; this.y = y; this.z = z; this.width = width; this.heigth = heigth; this.depth = depth; this.device = device;
setAllColors(color);
setVertextPositions();
basicEffect = new BasicEffect(device, null); basicEffect.VertexColorEnabled = true;
basicEffect.Projection = Matrix.CreateOrthographicOffCenter (0, device.Viewport.Width, device.Viewport.Height, 0, 0, 1); }
public void SetAllColors(Color color) { setAllColors(color); setVertextPositions(); }
private void setAllColors(Color color) { topColor = color; frontColor = color; leftColor = color; rightColor = color; bottomColor = color; backColor = color; }
private void setVertextPositions() { float realX = x - width / 2f; float realY = y - heigth / 2f; float realZ = z - depth / 2f; upperLeftBack = new Vector3(realX, realY, realZ); upperRightBack = new Vector3(realX + width, realY, realZ); lowerLeftBack = new Vector3(realX, realY + heigth, realZ); lowerRightBack = new Vector3(realX + width, realY + heigth, realZ);
upperLeftFront = new Vector3(realX, realY, realZ + depth); upperRightFront = new Vector3(realX + width, realY, realZ + depth); lowerLeftFront = new Vector3(realX, realY + heigth, realZ + depth); lowerRightFront = new Vector3(realX + width, realY + heigth, realZ + depth);
vertices = new VertexPositionColor[]{ //Cube #region front //new triangle new VertexPositionColor(upperRightFront, frontColor), new VertexPositionColor(upperLeftFront, frontColor), new VertexPositionColor(lowerLeftFront, frontColor), //new triangle new VertexPositionColor(upperRightFront, frontColor), new VertexPositionColor(lowerLeftFront, frontColor), new VertexPositionColor(lowerRightFront, frontColor), #endregion
#region bottom //new triangle new VertexPositionColor(lowerRightBack, bottomColor), new VertexPositionColor(lowerLeftFront, bottomColor), new VertexPositionColor(lowerLeftBack, bottomColor), //new triangle new VertexPositionColor(lowerRightFront, bottomColor), new VertexPositionColor(lowerLeftFront, bottomColor), new VertexPositionColor(lowerRightBack, bottomColor), #endregion
#region Right //new triangle new VertexPositionColor(upperRightBack, rightColor), new VertexPositionColor(lowerRightFront, rightColor), new VertexPositionColor(lowerRightBack, rightColor), //new triangle new VertexPositionColor(lowerRightFront, rightColor), new VertexPositionColor(upperRightBack, rightColor), new VertexPositionColor(upperRightFront, rightColor), #endregion
#region Top //new triangle new VertexPositionColor(upperRightFront, topColor), new VertexPositionColor(upperRightBack, topColor), new VertexPositionColor(upperLeftBack, topColor), //new triangle new VertexPositionColor(upperRightFront, topColor), new VertexPositionColor(upperLeftBack, topColor), new VertexPositionColor(upperLeftFront, topColor), #endregion
#region Left //new triangle new VertexPositionColor(upperLeftFront, leftColor), new VertexPositionColor(upperLeftBack, leftColor), new VertexPositionColor(lowerLeftBack, leftColor), //new triangle new VertexPositionColor(lowerLeftFront, leftColor), new VertexPositionColor(upperLeftFront, leftColor), new VertexPositionColor(lowerLeftBack, leftColor), #endregion
#region Back //new triangle new VertexPositionColor(upperLeftBack, backColor), new VertexPositionColor(upperRightBack, backColor), new VertexPositionColor(lowerLeftBack, backColor), //new triangle new VertexPositionColor(upperRightBack, backColor), new VertexPositionColor(lowerRightBack, backColor), new VertexPositionColor(lowerLeftBack, backColor), #endregion }; primitiveCount = vertices.Length / 3;
}
public void Draw() { //basicEffect.EnableDefaultLighting(); //If uncommented exception is thrown at device.DrawUserPrimitives.. //basicEffect.PreferPerPixelLighting = true;
device.RenderState.DepthBufferEnable = true; basicEffect.Begin(); basicEffect.CurrentTechnique.Passes[0].Begin(); device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, primitiveCount); basicEffect.CurrentTechnique.Passes[0].End(); basicEffect.End();
} } } |