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我想以標題的形式說明,將相機放置在一個球體中,這是我在Autodesk中創建的一個2星形物體,並將球體放置在世界中視覺工作室,並在其中放置一個相機。這樣做的自然方法是將球體放入vector.zero,然後將相機放在向量中。零點以及任何方向的觀點。但一旦相機進入我的領域,我什麼也看不到..只是背景..這裏是代碼任何幫助表示讚賞。將相機放置在球體中以產生空間效果
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace _3dGame
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
GameObject starBubble; // represents the outter star texture
Camera gameCamera;//represents the camera.
SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
starBubble = new GameObject();
gameCamera = new Camera();
base.Initialize();
}
Model myModel;
// The aspect ratio determines how to scale 3d to 2d projection.
float aspectRatio;
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
myModel = Content.Load<Model>("Models\\star_bubble2");
aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back ==
ButtonState.Pressed)
this.Exit();
modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds *
MathHelper.ToRadians(0.1f);
base.Update(gameTime);
}
/// <param name="gameTime">Provides a snapshot of timing values.</param>
// Set the position of the model in world space, and set the rotation.
Vector3 modelPosition = Vector3.Zero;
float modelRotation = 0.0f;
// Set the position of the camera in world space, for our view matrix.
Vector3 cameraPosition = new Vector3(0,0,0);
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.White);
// Copy any parent transforms.
Matrix[] transforms = new Matrix[myModel.Bones.Count];
myModel.CopyAbsoluteBoneTransformsTo(transforms);
// Draw the model. A model can have multiple meshes, so loop.
foreach (ModelMesh mesh in myModel.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(modelRotation)
* Matrix.CreateTranslation(modelPosition);
effect.View = Matrix.CreateLookAt(cameraPosition,
Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f), aspectRatio,
1.0f, 10000.0f);
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
base.Draw(gameTime);
}
}
}
我說這個不知道你使用的框架,但你可能會[背面剔除(HTTPS被咬傷:// secure.wikimedia.org/wikipedia/en/wiki/Back_face_culling)。如果您可以從外部看到球體,但不能從內部看到球體,那幾乎可以肯定會發生什麼,並且在繪製球體時您會想要關閉球體(但是爲其他所有項目保留,因爲它會提高性能) 。希望這可以幫助! – 2011-04-12 23:36:31
經過大量搜索之後,謝謝你,我發現了做到這一點的方式,你是對的!:)非常感謝你,你可以添加這個作爲你的答案。 – Martinos 2011-04-13 00:00:49