Why is my primitive xna square not drawn/shown?
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Mech0z
on Game Development
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Published on 2012-04-05T18:23:35Z
Indexed on
2012/04/05
23:43 UTC
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I have made this class to draw a rectangle, but I cant get it to be drawn, I have no issues displaying a 3d model created in 3dmax, but shown these primitives seems much harder
I use this to create it
board = new Board(Vector3.Zero, 1000, 1000, Color.Yellow);
And here is the implementation
using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Ink;
using System.Windows.Input;
using System.Windows.Shapes;
using Quadro.Models;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Quadro
{
public class Board : IGraphicObject
{
//Private Fields
private Vector3 modelPosition;
private BasicEffect effect;
private VertexPositionColor[] vertices;
private Matrix rotationMatrix;
private GraphicsDevice graphicsDevice;
private Matrix cameraProjection;
//Constructor
public Board(Vector3 position, float length, float width, Color color)
{
var _color = color;
vertices = new VertexPositionColor[6];
vertices[0].Position = new Vector3(position.X, position.Y, position.Z);
vertices[1].Position = new Vector3(position.X, position.Y + width, position.Z);
vertices[2].Position = new Vector3(position.X + length, position.Y, position.Z);
vertices[3].Position = new Vector3(position.X + length, position.Y, position.Z);
vertices[4].Position = new Vector3(position.X, position.Y + width, position.Z);
vertices[5].Position = new Vector3(position.X + length, position.Y + width, position.Z);
for(int i = 0; i < vertices.Length; i++)
{
vertices[i].Color = color;
}
initFields();
}
private void initFields()
{
graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice;
effect = new BasicEffect(graphicsDevice);
modelPosition = Vector3.Zero;
float screenWidth = (float)graphicsDevice.Viewport.Width;
float screenHeight = (float)graphicsDevice.Viewport.Height;
float aspectRatio = screenWidth / screenHeight;
this.cameraProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f);
this.rotationMatrix = Matrix.Identity;
}
//Public Methods
public void Update(GameTimerEventArgs e)
{
}
public void Draw(Vector3 cameraPosition, GameTimerEventArgs e)
{
Matrix cameraView = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up);
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
effect.World = rotationMatrix * Matrix.CreateTranslation(modelPosition);
effect.View = cameraView;
effect.Projection = cameraProjection;
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration);
}
}
public void Rotate(Matrix rotationMatrix)
{
this.rotationMatrix = rotationMatrix;
}
public void Move(Vector3 moveVector)
{
this.modelPosition += moveVector;
}
}
}
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