我对xna开发很新,并希望通过将位置向量传递给构造函数来定位来自Primitives3D sample的Cubes。不幸的是它不起作用..相反它只是旋转arround .. < / p>
这就是我如何修改cubeprimitive类的代码:
public class CubePrimitive : GeometricPrimitive
{
public Vector3 position;
/// <summary>
/// Constructs a new cube primitive, using default settings.
/// </summary>
public CubePrimitive(GraphicsDevice graphicsDevice)
: this(graphicsDevice, 1, new Vector3(-3,0,0))
{
}
/// <summary>
/// Constructs a new cube primitive, with the specified size.
/// </summary>
public CubePrimitive(GraphicsDevice graphicsDevice, float size, Vector3 posi)
{
this.position = posi;
// A cube has six faces, each one pointing in a different direction.
Vector3[] normals =
{
new Vector3(0, 0, 1),
new Vector3(0, 0, -1),
new Vector3(1, 0, 0),
new Vector3(-1, 0, 0),
new Vector3(0, 1, 0),
new Vector3(0, -1, 0),
};
// Create each face in turn.
foreach (Vector3 normal in normals)
{
// Get two vectors perpendicular to the face normal and to each other.
Vector3 side1 = new Vector3(normal.Y, normal.Z, normal.X);
Vector3 side2 = Vector3.Cross(normal, side1);
// Six indices (two triangles) per face.
AddIndex(CurrentVertex + 0);
AddIndex(CurrentVertex + 1);
AddIndex(CurrentVertex + 2);
AddIndex(CurrentVertex + 0);
AddIndex(CurrentVertex + 2);
AddIndex(CurrentVertex + 3);
// Four vertices per face.
AddVertex(posi+(normal - side1 - side2) * size / 2, normal);
AddVertex(posi + (normal - side1 + side2) * size / 2, normal);
AddVertex(posi + (normal + side1 + side2) * size / 2, normal);
AddVertex(posi + (normal + side1 - side2) * size / 2, normal);
}
InitializePrimitive(graphicsDevice);
}
}
你能告诉我如何正确修改它吗? ..提前谢谢:)
答案 0 :(得分:1)
传统上,当您想要移动模型时,您所做的是,而不是修改模型的每个顶点,而是更改World矩阵。
在Primitives3DGame.cs中找到这一行:
Matrix world = Matrix.CreateFromYawPitchRoll(yaw, pitch, roll);
并将其更改为:
Matrix world = Matrix.CreateFromYawPitchRoll(yaw, pitch, roll)
* Matrix.CreateTranslation(-3, 0, 0);
(当然,请删除您在问题中发布的更改。)
据我所知,您的代码实际上正在运行。但也许你期望立方体旋转但保持在同一个地方(这就是上面的代码所做的)。你在做什么实际上与:
相同Matrix world = Matrix.CreateTranslation(-3, 0, 0)
* Matrix.CreateFromYawPitchRoll(yaw, pitch, roll);
请注意相反的顺序 - 您首先进行模型的转换,然后然后围绕原点进行旋转。