我今晚午夜(大约9个小时)有一个截止日期,我一直在处理这个问题几个小时,这让我很生气。我对XNA很新,所以请深入解释一下如果可能的话我应该做什么:)任何我编程这个小游戏,你是一个飞到一些正方形的球体然后你碰撞时得到点。它应该很容易,但对于我的生活,我无法找到一种方法来检测碰撞,我已经搜索谷歌的年龄,我发现的唯一的东西,我可以很容易地实现我的代码。
Anywho是我的代码,所以你可以大致了解我的用法:
public class Cmodel
{
public Vector3 Position { get; set; }
public Vector3 Rotation { get; set; }
public Vector3 Scale { get; set; }
public Model Model { get; set; }
private Matrix[] modelTransforms;
private GraphicsDevice graphicsDevice;
private BoundingSphere boundingSphere;
private void buildBoundingSphere()
{
BoundingSphere sphere = new BoundingSphere(Vector3.Zero, 0);
foreach (ModelMesh mesh in Model.Meshes)
{
BoundingSphere transformed = mesh.BoundingSphere.Transform(modelTransforms[mesh.ParentBone.Index]);
sphere = BoundingSphere.CreateMerged(sphere, transformed);
}
this.boundingSphere = sphere;
}
public Cmodel(Model Model, Vector3 Position, Vector3 Rotation, Vector3 Scale, GraphicsDevice graphicsDevice)
{
this.Model = Model;
modelTransforms = new Matrix[Model.Bones.Count];
Model.CopyAbsoluteBoneTransformsTo(modelTransforms);
buildBoundingSphere();
this.Position = Position;
this.Rotation = Rotation;
this.Scale = Scale;
this.graphicsDevice = graphicsDevice;
}
public BoundingSphere BoundingSphere
{
get
{
Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position);
BoundingSphere transformed = boundingSphere;
transformed = transformed.Transform(worldTransform);
return transformed;
}
}
public void Draw(Matrix View, Matrix Projection)
{
Matrix baseWorld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position);
foreach (ModelMesh mesh in Model.Meshes)
{
Matrix localWorld = modelTransforms[mesh.ParentBone.Index] * baseWorld;
foreach (ModelMeshPart meshPart in mesh.MeshParts)
{
BasicEffect effect = (BasicEffect)meshPart.Effect;
effect.World = localWorld;
effect.View = View;
effect.Projection = Projection;
effect.EnableDefaultLighting();
}
mesh.Draw();
}
}
}
我知道很多代码,但我不知道如何解释它。
到目前为止,我尝试过的事情是制作一个if句子,然后尝试拦截我的模型看起来像这样:
if (mymodel.Intersects(models))
{
}
List<Cmodel> models = new List<Cmodel>();
List<Cmodel> mymodel = new List<Cmodel>();
我希望这能很好地解释我的问题是什么
提前致谢
答案 0 :(得分:1)
如果模型不是太多,这里有一个基本的蛮力方式:
foreach(Cmodel cm in models)//assuming these are the squares
{
if(playerSphere.boundingSphere.Intersect(cm.boundingSphere))
{
//yay! add points.
}
}
这是您需要的功能,还是需要不同的功能?