XNA-3D-绘制立方体

一.要点

绘制立方体(或其他3D图形)的方法与绘制三角形的方法类似,任何一个3D图形的轮廓都有一系列三角形构成.为减少数据冗余,在绘制复杂3D图形时,应使用

GraphicsDevice.DrawIndexedPrimitives()方法,而不是绘制三角形时所使用的GraphicsDevice.DrawUserPrimitives()。

二.实现代码

1.为Game类添加成员变量:

  1: VertexPositionColor[] vertexList;
  2: VertexBuffer vertexBuffer;
  3: ushort[] indexList;
  4: IndexBuffer indexBuffer;

2.在LoadContent()方法中定义立方体六个顶点的坐标

  1: vertexList = new VertexPositionColor[]
  2: {
  3: 	new VertexPositionColor(new Vector3(1f,1f,-1f),Color.Red),
  4: 	new VertexPositionColor(new Vector3(1f,-1f,-1f),Color.Red),
  5: 	new VertexPositionColor(new Vector3(-1f,-1f,-1f),Color.Red),
  6: 	new VertexPositionColor(new Vector3(-1f,1f,-1f),Color.Red),
  7: 	new VertexPositionColor(new Vector3(1f,1f,1f),Color.Red),
  8: 	new VertexPositionColor(new Vector3(1f,-1f,1f),Color.Red),
  9: 	new VertexPositionColor(new Vector3(-1f,-1f,1f),Color.Red),
 10: 	new VertexPositionColor(new Vector3(-1f,1f,1f),Color.Red)
 11: };
 12: vertexBuffer = new VertexBuffer(
 13: 	GraphicsDevice,
 14: 	typeof(VertexPositionColor),
 15: 	vertexList.Length,
 16: 	BufferUsage.None);
 17: vertexBuffer.SetData<VertexPositionColor>(vertexList);

3.定义顶点索引数组:

  1: indexList = new ushort[]
  2: {
  3: 	0,1,2,0,2,3,
  4: 	7,4,5,7,5,6,
  5: 	0,1,5,0,5,4,
  6: 	7,3,2,7,2,6,
  7: 	0,4,7,0,7,3,
  8: 	2,1,5,2,5,6
  9: };
 10: indexBuffer = new IndexBuffer(
 11: 	GraphicsDevice,
 12: 	typeof(ushort),
 13: 	indexList.Length,
 14: 	BufferUsage.None);
 15: indexBuffer.SetData<ushort>(indexList);

4.在Draw()方法中添加绘制代码:

  1: GraphicsDevice.SetVertexBuffer(vertexBuffer);
  2: GraphicsDevice.Indices = indexBuffer;
  3: 
  4: int primitiveCount = indexList.Length / 3;
  5: foreach (var pass in basicEffect.CurrentTechnique.Passes)
  6: {
  7: 	pass.Apply();
  8: 	GraphicsDevice.DrawIndexedPrimitives(
  9: 		PrimitiveType.TriangleList,
 10: 		0,
 11: 		0,
 12: 		vertexList.Length,
 13: 		0,
 14: 		primitiveCount);
 15: }

posted on 2010-06-19 19:43  wudong  阅读(1073)  评论(2编辑  收藏  举报

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