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;
namespace WindowsGame1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Model modeloSponza;
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);
modeloSponza = Content.Load<Model>("sponza");
// TODO: use this.Content to load your game content here
}
/// <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);
}
float rot = 0;
static Vector3 CONST_CAMPOS = new Vector3(0, 0, 7); //Posição Inicial
static Vector3 CONST_CAMTAR = new Vector3(0, 0, 0); //Posição Inicial
Vector3 camPos = CONST_CAMPOS;
Vector3 camTar = CONST_CAMTAR;
Vector3 camUp = Vector3.Up;
/// <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)
{
AtualizaPosicao();
GraphicsDevice.Clear(Color.CornflowerBlue);
float fov = MathHelper.ToRadians(45);
if (camera) { rot += 0.01f; }
Matrix world = Matrix.CreateRotationZ(rot) * Matrix.CreateRotationX((float)Math.PI / 2);
Matrix view = Matrix.CreateLookAt(camPos, camTar, camUp);
Matrix proj = Matrix.CreatePerspectiveFieldOfView(fov, GraphicsDevice.Viewport.AspectRatio, 1, 1000);
foreach (var mesh in modeloSponza.Meshes){
foreach (BasicEffect be in mesh.Effects) {
be.World = world;
be.Projection = proj;
be.View = view;
be.EnableDefaultLighting();
}
mesh.Draw();
}
base.Draw(gameTime);
}
bool camera = false;
void MudaCamera(){
if (camera){
//Volta pra posição original porque sim
camPos = CONST_CAMPOS;
camTar = CONST_CAMTAR;
rot = 0;
camera = false;
}
else {
camPos = new Vector3(50,50,50);
camera = true;
}
}
void AtualizaPosicao() {
if (!camera)
{
if (Keyboard.GetState().IsKeyDown(Keys.Left))
{
camPos.X--;
camTar.X--;
}
if (Keyboard.GetState().IsKeyDown(Keys.Right))
{
camPos.X++;
camTar.X++;
}
if (Keyboard.GetState().IsKeyDown(Keys.Z))
{
camPos.Y--;
camTar.Y--;
}
if (Keyboard.GetState().IsKeyDown(Keys.A))
{
camPos.Y++;
camTar.Y++;
}
if (Keyboard.GetState().IsKeyDown(Keys.Down))
{
camPos.Z++;
camTar.Z++;
}
if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
camPos.Z--;
camTar.Z--;
}
}
if (Keyboard.GetState().IsKeyDown(Keys.Space)) MudaCamera();
}
}
}