我正在研究A *算法,我希望能够在路径查找图中的节点之间绘制线条,尤其是那些通向出口的线条。我正在工作的环境是3D。我只是无法弄清楚为什么我的代码没有显示行,所以我简化它以便它只渲染一行。现在我可以看到一条线,但它在屏幕空间中,而不是世界空间。有没有一种简单的方法在XNA中以世界坐标绘制线条?
以下是代码:
_lineVtxList = new VertexPositionColor[2];
_lineListIndices = new short[2];
_lineListIndices[0] = 0;
_lineListIndices[1] = 1;
_lineVtxList[0] = new VertexPositionColor(new Vector3(0, 0, 0), Color.MediumPurple);
_lineVtxList[1] = new VertexPositionColor(new Vector3(100, 0, 0), Color.MediumPurple);
numLines = 1;
....
BasicEffect basicEffect = new BasicEffect(g);
basicEffect.VertexColorEnabled = true;
basicEffect.CurrentTechnique.Passes[0].Apply();
basicEffect.World = Matrix.CreateTranslation(new Vector3(0, 0, 0));
basicEffect.Projection = projMat;
basicEffect.View = viewMat;
if (_lineListIndices != null && _lineVtxList != null)
{
// g.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _lineVtxList, 0, 1);
g.DrawUserIndexedPrimitives<VertexPositionColor>(
PrimitiveType.LineList,
_lineVtxList,
0, // vertex buffer offset to add to each element of the index buffer
_lineVtxList.Length, // number of vertices in pointList
_lineListIndices, // the index buffer
0, // first index element to read
numLines // number of primitives to draw
);
}
矩阵projMat和viewMat是我用来渲染的相同视图和投影矩阵 场景中的其他一切。我是否将它们分配给basicEffect似乎并不重要。这是场景的样子:
答案 0 :(得分:1)
您没有开始或结束BasicEffect
,因此投影和查看矩阵无法应用于DrawUserIndexedPrimitives
。尝试使用以下内容进行DrawUserIndexedPrimitives
来电:
if (_lineListIndices != null && _lineVtxList != null)
{
basicEffect.Begin();
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passses)
{
pass.Begin();
g.DrawUserIndexedPrimitives<VertexPositionColor>(...); // The way you have it
pass.End();
}
basicEffect.End();
}