谁能发现为什么我的XNA模型无法正确渲染?

时间:2014-05-16 12:58:31

标签: c# xna xna-4.0

我的上一个问题被搁置了,因为我只是试图提供我的所有源代码(实际上这是一个非常小的例子)。我的问题是我能够绘制一个四边形并定位我的相机并面向{0,0,0}。无论出于何种原因,当我绘制我的模型时应该是站在正中心的士兵,我看不到它。在调试时我看到模型正确加载,有骨骼/网格等,所以我只是不确定为什么我看不到它。

我的相机设置如下:

public class CameraManager : GameComponent
{

    private GraphicsDeviceManager fGraphicsDeviceManager;
    public Matrix ViewMatrix { get; private set; }
    public Matrix ProjectionMatrix { get; private set; }

    public Vector3 CameraPosition { get; set; }
    public Vector3 CameraTarget { get; set; }

    public float AspectRatio { get; set; }
    public float NearClip { get; set; }
    public float FarClip { get; set; }
    public float ViewAngle { get; set; }


    public CameraManager(Game pGame, GraphicsDeviceManager pGraphicsDeviceManager) : base(pGame)
    {
        fGraphicsDeviceManager = pGraphicsDeviceManager;

        CameraPosition = new Vector3(500, 300, 100);
        CameraTarget = Vector3.Zero;

        Viewport vViewPort = pGraphicsDeviceManager.GraphicsDevice.Viewport;

        AspectRatio = (float)vViewPort.Width / (float)vViewPort.Height;
        NearClip = 1.0f;
        FarClip = 2000.0f;
        ViewAngle = MathHelper.PiOver4;
    }

    public override void Update(GameTime pGameTime)
    {
        ViewMatrix = Matrix.CreateLookAt(CameraPosition, CameraTarget, Vector3.Up);
        ProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(ViewAngle, AspectRatio, NearClip, FarClip);
        base.Update(pGameTime);
    }
}

请注意,相机不会改变,它只是在看零的世界中设置静态。

现在是模型类:

public class Soldier : DrawableGameComponent
{
    Game1 fGame;
    Model fModel;

    public Vector3 Forward { get; set; }
    public Vector3 Position { get; set; }

    public Soldier(Game1 pGame)
        : base(pGame)
    {
        fGame = pGame;
        Forward = Vector3.Forward;
        Position = Vector3.Zero;
    }

    protected override void LoadContent()
    {
        fModel = fGame.Content.Load<Model>(@"Models\Human\Soldier\MP_US_Support");
        //fModel = fGame.Content.Load<Model>(@"Models\Vehicles\Planes\model_plane");
    }

    public override void Update(GameTime pGameTime)
    {
        base.Update(pGameTime);
    }

    public override void Draw(GameTime pGameTime)
    {
        foreach (ModelMesh vMesh in fModel.Meshes)
        {
            foreach (BasicEffect vBasicEffect in vMesh.Effects)
            {
                vBasicEffect.Projection = fGame.fCameraManager.ViewMatrix;
                vBasicEffect.View = fGame.fCameraManager.ProjectionMatrix;
                vBasicEffect.World = Matrix.Identity;
            }
            vMesh.Draw();
        }
        base.Draw(pGameTime);
    }
}

同样,模型加载正常(我认为)。我将投影/视图设置为相机的ViewMatrix / ProjectionMatrix。

最后在我的Game1.cs中,我将它们添加为组件:

protected override void Initialize()
{
    //Initialize Camera
    fCameraManager = new CameraManager(this,fGraphicsDeviceManager);
    this.Components.Add(fCameraManager);

    //Initialize Map
    fMap = new FlatMap(this);
    this.Components.Add(fMap);

//Initialize a Soldier
fSoldier = new Soldier(this);
this.Components.Add(fSoldier);

this.IsMouseVisible = true; 
base.Initialize();

}

如果有人对完整的源代码感兴趣,可以在这里找到: http://www.filedropper.com/worldexplorergame(26mb由于模型,否则源代码的数量非常小)。

1 个答案:

答案 0 :(得分:1)

您已交换投影和视图转换:

vBasicEffect.Projection = fGame.fCameraManager.ProjectionMatrix;
vBasicEffect.View = fGame.fCameraManager.ViewMatrix;
不过,你的模型看起来有点太详细了。如果你想拥有多名士兵并希望保持实时性,你应该考虑简化模型。