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;
}
}
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();
}
}