我要求相对于我的模型(汽车)获得骨骼的位置矩阵或位置矢量(比如轮子)。
我尝试了什么 -
Vector3.Transform(mesh.BoundingSphere.Center , transforms[mesh.ParentBone.Index]*Matrix.CreateScale(o.Scaling )))
以上并未给出准确的结果。
答案 0 :(得分:1)
你想要的是计算每个骨骼的绝对变换。 CopyAbsoluteBoneTransformsTo方法可以为您完成。
它等同于以下代码:
/// <summary>Calculates the absolute bone transformation matrices in model space</summary>
private void calculateAbsoluteBoneTransforms() {
// Obtain the local transform for the bind pose of all bones
this.model.CopyBoneTransformsTo(this.absoluteBoneTransforms);
// Convert the relative bone transforms into absolute transforms
ModelBoneCollection bones = this.model.Bones;
for (int index = 0; index < bones.Count; ++index) {
// Take over the bone transform and apply its user-specified transformation
this.absoluteBoneTransforms[index] =
this.boneTransforms[index] * bones[index].Transform;
// Calculate the absolute transform of the bone in model space.
// Content processors sort bones so that parent bones always appear
// before their children, thus this works like a matrix stack,
// resolving the full bone hierarchy in minimal steps.
ModelBone bone = bones[index];
if (bone.Parent != null) {
int parentIndex = bone.Parent.Index;
this.absoluteBoneTransforms[index] *= this.absoluteBoneTransforms[parentIndex];
}
}
}
取自here。