如何在绘制之前调整网格模型的位置

时间:2012-11-25 13:00:52

标签: c# windows model xna fbx

我开始在XNA中编程。我开发了一个简单的项目,将加载从blender导出的“fbx”网格模型。一切都很完美。 但现在我想多次复制/复制我的模型来创建一个楼层! 10 X 10型的矩阵。 我试过几个代码不起作用。这是我的示例代码。

我不明白为什么我不能复制我的模型。

非常感谢。

//Function draw models mesh
    private void draw_groundLand1()
    {
        //Draw 10 times model texture to make small ground
        for (int a = 0; a < 10; a++)
        {     
            // Copy any parent transforms.
            Matrix[] transforms = new Matrix[model_ground_land1.Bones.Count];
            model_ground_land1.CopyAbsoluteBoneTransformsTo(transforms);

            // Draw the model. A model can have multiple meshes, so loop.
            foreach (ModelMesh mesh in model_ground_land1.Meshes)
            {
                // This is where the mesh orientation is set, as well 
                // as our camera and projection.
                foreach (BasicEffect effect in mesh.Effects)
                {

                    effect.EnableDefaultLighting();
                    effect.World = transforms[mesh.ParentBone.Index] *
                Matrix.CreateRotationY(cubeGroundLand1_modelRotation) * Matrix.CreateTranslation(cubeGroundLand1_position);
                    effect.View = View;
                    //effect.Texture = text_ground_lan1;
                    effect.Projection = Projection;
                }
                // Draw the mesh, using the effects set above.
                mesh.Draw();
            }

            //Move position for the next mesh modal to draw
            cubeGroundLand1_position.X += (float)1.0;
        }
    }

1 个答案:

答案 0 :(得分:1)

我找到了我的解决方案 - &gt; juste移动此代码ligne“cubeGroundLand1_position.X + =(float)1.0;”

像:

private void draw_groundLand1()
    {

        for (int a = 0; a < 10; a++)
        {
            // Copy any parent transforms.
            Matrix[] transforms = new Matrix[model_ground_land1.Bones.Count];
            model_ground_land1.CopyAbsoluteBoneTransformsTo(transforms);

            // Draw the model. A model can have multiple meshes, so loop.
            foreach (ModelMesh mesh in model_ground_land1.Meshes)
            {

                // This is where the mesh orientation is set, as well 
                // as our camera and projection.
                foreach (BasicEffect effect in mesh.Effects)
                {

                    effect.EnableDefaultLighting();
                    effect.World = transforms[mesh.ParentBone.Index] *
                Matrix.CreateRotationY(cubeGroundLand1_modelRotation) * Matrix.CreateTranslation(cubeGroundLand1_position);
                    effect.View = View;
                    //effect.Texture = text_ground_lan1;
                    effect.Projection = Projection;

                    cubeGroundLand1_position.X = (float)a+1;
                }
                // Draw the mesh, using the effects set above.
                mesh.Draw();
            }
        }