我最近学习xna并试图使用顶点创建一个房间。我去尝试Riemeres XNA教程并学习了很多,但我似乎无法使我的相机工作得很好,每次我向左或向右移动我的一些图像或纹理似乎消失并重新出现。请帮助。
这是我的代码。
public struct MyOwnVertexFormat
{
public Vector3 position;
private Vector2 texCoord;
public MyOwnVertexFormat(Vector3 position, Vector2 texCoord)
{
this.position = position;
this.texCoord = texCoord;
}
public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
new VertexElement(sizeof(float) * 3, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0)
);
}
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
GraphicsDevice device;
Effect effect;
Matrix viewMatrix;
Matrix projectionMatrix;
VertexBuffer vertexBuffer;
Vector3 cameraPos;
Texture2D streetTexture;
private Vector3 Position = Vector3.One;
private float Zoom = 2500;
private float RotationY = 0.0f;
private float RotationX = 0.0f;
private Matrix gameWorldRotation;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
graphics.PreferredBackBufferWidth =1024;
graphics.PreferredBackBufferHeight = 768;
graphics.IsFullScreen = false;
graphics.ApplyChanges();
base.Initialize();
}
protected override void LoadContent()
{
device = GraphicsDevice;
effect = Content.Load<Effect>("OurHLSLfile"); SetUpVertices();
SetUpCamera();
streetTexture = Content.Load<Texture2D>("streettexture");
}
private void UpdateKeyboard()
{
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
if (Keyboard.GetState().IsKeyDown(Keys.Up))
RotationX += 1.0f;
if (Keyboard.GetState().IsKeyDown(Keys.Down))
RotationX -= 1.0f;
if (Keyboard.GetState().IsKeyDown(Keys.Left))
RotationY += 1.0f;
if (Keyboard.GetState().IsKeyDown(Keys.Right))
RotationY -= 1.0f;
gameWorldRotation =
Matrix.CreateRotationX(MathHelper.ToRadians(RotationX)) *
Matrix.CreateRotationY(MathHelper.ToRadians(RotationY));
}
private void SetUpVertices()
{
MyOwnVertexFormat[] vertices = new MyOwnVertexFormat[12];
vertices[0] = new MyOwnVertexFormat(new Vector3(-20, 0, 10), new Vector2(-0.25f, 25.0f));
vertices[1] = new MyOwnVertexFormat(new Vector3(-20, 0, -100), new Vector2(-0.25f, 0.0f));
vertices[2] = new MyOwnVertexFormat(new Vector3(2, 0, 10), new Vector2(0.25f, 25.0f));
vertices[3] = new MyOwnVertexFormat(new Vector3(2, 0, -100), new Vector2(0.25f, 0.0f));
vertices[4] = new MyOwnVertexFormat(new Vector3(2, 1, 10), new Vector2(0.375f, 25.0f));
vertices[5] = new MyOwnVertexFormat(new Vector3(2, 1, -100), new Vector2(0.375f, 0.0f));
vertices[6] = new MyOwnVertexFormat(new Vector3(3, 1, 10), new Vector2(0.5f, 25.0f));
vertices[7] = new MyOwnVertexFormat(new Vector3(3, 1, -100), new Vector2(0.5f, 0.0f));
vertices[8] = new MyOwnVertexFormat(new Vector3(-13, 1, 10), new Vector2(0.75f, 25.0f));
vertices[9] = new MyOwnVertexFormat(new Vector3(-13, 1, -100), new Vector2(0.75f, 0.0f));
vertices[10] = new MyOwnVertexFormat(new Vector3(-13, 21, 10), new Vector2(1.25f, 25.0f));
vertices[11] = new MyOwnVertexFormat(new Vector3(-13, 21, -100), new Vector2(1.25f, 0.0f));
vertexBuffer = new VertexBuffer(device, MyOwnVertexFormat.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
vertexBuffer.SetData(vertices);
}
private void SetUpCamera()
{
cameraPos = new Vector3(-25, 13, 75);
viewMatrix = Matrix.CreateLookAt(cameraPos, new Vector3(0, 2, -12), new Vector3(0, 1, 0));
projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 5000.0f);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
UpdateKeyboard();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0);
effect.CurrentTechnique = effect.Techniques["Simplest"];
effect.Parameters["xViewProjection"].SetValue(viewMatrix * projectionMatrix * gameWorldRotation);
effect.Parameters["xTexture"].SetValue(streetTexture);
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
device.SetVertexBuffer(vertexBuffer);
device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 10);
}
base.Draw(gameTime);
}
}
答案 0 :(得分:1)
我认为这是预测问题。这段代码取自你的代码,强化了我的假设:
viewMatrix * projectionMatrix * gameWorldRotation
tl; dr ,正确的顺序是:
gameWorldRotation * viewMatrix * projectionMatrix
请记住,在乘以矩阵时,顺序很重要。用数学术语来说:
矩阵乘法不可交换!
这三个矩阵将矢量映射到三个不同的坐标系,即世界,视图和投影空间。通常,顶点在对象空间中定义。将矢量与世界(视图,投影)矩阵相乘将您的矢量带到世界(视图,投影)空间:
object space => world space => view space => projection space
XNA使用行向量布局(与列向量相对)。这意味着向量被水平声明(x, y, z)
。跳过dry interesting details,意味着在转换向量(将向量与矩阵相乘)时,向量是左操作数,而矩阵是右操作数:
A := [3x3 Matrix]
(x, y, z) * A = (x', y', z') // The result is another 3D vector
现在为了应用所有三个矩阵,我们只需使用前一个变换的结果作为下一个变换的输入:
W .... world matrix
V .... view matrix
W .... projection matrix
x .... vector
x' ... transformed vector
x' = ((x * W) * V) * P
最后,矩阵乘法是关联的(括号无所谓)。这就是为什么我们可以在将世界,视图和投影矩阵发送到设备之前将它们组合成单个矩阵:
x' = ((x * W) * V) * P = x * W * V * P = x * (W * V * P)
世界*查看*投影。这就是你所需要的。 (也许是你未来工作的一些基本矩阵数学。)