我真的不知道这里出了什么问题。游戏看起来很有趣。我注意到的第一件事是,当玩家移动时,相机会先于头像移动,因此相机会稍微从头像的头部伸出。然后我注意到,当你从侧面看化身时,你可以看到他的肩膀和胸腔(在我构建的动画播放器和 Maya 中都没有这样做)。我注意到的下一件事是当玩家向前移动时,地面开始闪烁。我是在调用draw方法错误还是什么?
这是我正在使用的相机类
public class Camera : Microsoft.Xna.Framework.GameComponent
{
//Cam Matrices
//viw is composed of position, direction, and up vectors
public Matrix view { get; protected set; }
public Matrix projection { get; protected set; }
//to move the camera
//used to recreate view matrix each frame
public Vector3 cameraPosition { get; protected set; }
public Vector3 cameraDirection; //not the target/ point camera is looking at a relative direction camrea is faceing
//to find target add the cameraPosition and cameraDirection togeater
public Vector3 cameraUp;
public Vector3 target;
//camera controls
float speed = 3;
MouseState prevMouseState;
// Pi/180 = 1 degree
// Max yaw/pitch variables
//this is for moving the head only not the body
float totalYaw = MathHelper.PiOver2;
public float currentYaw = 0;
float totalPitch = MathHelper.PiOver2;
public float currentPitch = 0;
public float leftTrigYaw;
public float rightTrigYaw;
//constructor
public Camera(Game game, Vector3 pos, Vector3 target, Vector3 up)
: base(game)
{
//build camera view matrix
cameraPosition = pos;
cameraDirection = target - pos;
cameraDirection.Normalize(); //Convert to magintue 1
//make it easy to apply differt speeds to movement of camera
cameraUp = up;
CreateLookAt();
projection = Matrix.CreatePerspectiveFieldOfView
(
MathHelper.PiOver4,
(float)Game.Window.ClientBounds.Width / (float)Game.Window.ClientBounds.Height,
1, 3000);
}
private void CreateLookAt()
{
//middle variable is the target!
view = Matrix.CreateLookAt(cameraPosition, cameraPosition + cameraDirection, cameraUp);
}
public override void Initialize()
{
Mouse.SetPosition(Game.Window.ClientBounds.Width / 2,
Game.Window.ClientBounds.Height / 2);
prevMouseState = Mouse.GetState();
base.Initialize();
}
public override void Update(GameTime gameTime)
{
GamePadState currentState = GamePad.GetState(PlayerIndex.One);
//move forward
if (currentState.ThumbSticks.Left.Y > 0 || Keyboard.GetState().IsKeyDown(Keys.W))
{
//move just on x and x axis Y is controled other places.
cameraPosition += new Vector3(cameraDirection.X, 0, cameraDirection.Z) * speed;
}
//move backward
if (currentState.ThumbSticks.Left.Y < 0 || Keyboard.GetState().IsKeyDown(Keys.S))
{
//move just on x and x axis Y is controled other places.
cameraPosition -= new Vector3(cameraDirection.X, 0, cameraDirection.Z) * speed;
}
//move left
if (currentState.ThumbSticks.Left.X < 0 || Keyboard.GetState().IsKeyDown(Keys.A))
{
//cross product of the up and direction vectors can give the side direction
cameraPosition += Vector3.Cross(cameraUp, cameraDirection) * speed;
}
//move right
if (currentState.ThumbSticks.Left.X > 0 || Keyboard.GetState().IsKeyDown(Keys.D))
{
cameraPosition -= Vector3.Cross(cameraUp, cameraDirection) * speed;
}
//mouse movements
// Yaw rotation
float yawAngle = (-MathHelper.PiOver4 / 150) *
(Mouse.GetState().X - prevMouseState.X);
float padYaw = (-MathHelper.PiOver2 / 50) *
(currentState.ThumbSticks.Right.X);
if (Math.Abs(currentYaw + yawAngle) < totalYaw)
{
cameraDirection = Vector3.Transform(cameraDirection,
Matrix.CreateFromAxisAngle(cameraUp, yawAngle));
currentYaw += yawAngle;
}
//rotate left and right
if (currentState.ThumbSticks.Right.X < 0 || currentState.ThumbSticks.Right.X > 0)
{
if (Math.Abs(currentYaw + padYaw) < totalYaw)
{
cameraDirection = Vector3.Transform(cameraDirection,
Matrix.CreateFromAxisAngle(cameraUp, padYaw));
currentYaw += padYaw;
}
}
leftTrigYaw = (MathHelper.PiOver2 / 50) *
(currentState.Triggers.Left);
if (currentState.Triggers.Left > 0.0f)
{
cameraDirection = Vector3.Transform(cameraDirection,
Matrix.CreateFromAxisAngle(cameraUp, leftTrigYaw));
}
rightTrigYaw = (-MathHelper.PiOver2 / 50) *
(currentState.Triggers.Right);
if (currentState.Triggers.Right > 0.0f)
{
cameraDirection = Vector3.Transform(cameraDirection,
Matrix.CreateFromAxisAngle(cameraUp, rightTrigYaw));
}
// Pitch rotation
float pitchAngle = (MathHelper.PiOver4 / 150) *
(Mouse.GetState().Y - prevMouseState.Y);
float padPitch = (-MathHelper.PiOver2 / 50) *
(currentState.ThumbSticks.Right.Y);
if (Math.Abs(currentPitch + pitchAngle) < totalPitch)
{
cameraDirection = Vector3.Transform(cameraDirection,
Matrix.CreateFromAxisAngle(
Vector3.Cross(cameraUp, cameraDirection),
pitchAngle));
currentPitch += pitchAngle;
}
if (currentState.ThumbSticks.Right.Y < 0 || currentState.ThumbSticks.Right.Y > 0)
{
if (Math.Abs(currentPitch + padPitch) < totalPitch)
{
cameraDirection = Vector3.Transform(cameraDirection,
Matrix.CreateFromAxisAngle(
Vector3.Cross(cameraUp, cameraDirection),
padPitch));
currentPitch += padPitch;
}
}
//reset mouse state
target = cameraPosition + cameraDirection;
prevMouseState = Mouse.GetState();
//for testing only!! get rid of this when done
if (currentState.Buttons.A == ButtonState.Pressed)
{
//fly upwar
cameraPosition += new Vector3(0, 15, 0);
}
if (currentState.Buttons.B == ButtonState.Pressed)
{
//fly upwar
cameraPosition -= new Vector3(0, 15, 0);
}
//call camera creat look at method to build new view matrix
CreateLookAt();
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
{
Game.Exit();
}
base.Update(gameTime);
}
}
}
我还使用自定义模型处理程序来绘制地面和头像
public class CModel
{
public Vector3 Position { get; set; }
public Vector3 Rotation { get; set; }
public Vector3 Scale { get; set; }
public Model Model { get; private set; }
private Matrix[] modelTransforms;
private GraphicsDevice graphicsDevice;
public CModel(Model Model, Vector3 Position, Vector3 Rotation,
Vector3 Scale, GraphicsDevice graphicsDevice)
{
this.Model = Model;
modelTransforms = new Matrix[Model.Bones.Count];
Model.CopyAbsoluteBoneTransformsTo(modelTransforms);
this.Position = Position;
this.Rotation = Rotation;
this.Scale = Scale;
this.graphicsDevice = graphicsDevice;
}
public void Draw(Matrix View, Matrix Projection)
{
// Calculate the base transformation by combining
// translation, rotation, and scaling
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();
}
}
}
}
我不知道问题出在哪里,但这是我能想到的唯一两件事会导致问题。感谢您对此的任何帮助。
这是模型的情况。我确信正常情况在 Maya 中是正确的,因为我使用了 Microsoft 在教程中提供的简单模型抽屉,但是您可以在一定程度上看到这些家伙的肩膀和手臂。我无法拍到地面闪烁的照片,因为它发生得太快而无法真正进行屏幕捕捉。但是每次我移动相机时,地面都会上下跳动很多。然后当我停止移动相机环顾四周时停止。我没有调用 camera.Update() 方法,因为它是一个游戏组件并且与 game1 类相关联。
这就是我绘制模型的方式,它是自定义模型类中的绘制方法
public void Draw(Matrix View, Matrix Projection)
{
// Calculate the base transformation by combining
// translation, rotation, and scaling
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();
}
}