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我开始在 XNA 中编程。我开发了一个简单的项目,将加载从搅拌机导出的“fbx”网格模型。一切都很完美。但现在我想多次复制/复制我的模型来创建地板!10 X 10 模型的矩阵。我试了几个代码都不行。这是我的示例代码。

我不明白为什么我不能复制我的模型。

非常感谢你。

//Function draw models mesh
    private void draw_groundLand1()
    {
        //Draw 10 times model texture to make small ground
        for (int a = 0; a < 10; a++)
        {     
            // Copy any parent transforms.
            Matrix[] transforms = new Matrix[model_ground_land1.Bones.Count];
            model_ground_land1.CopyAbsoluteBoneTransformsTo(transforms);

            // Draw the model. A model can have multiple meshes, so loop.
            foreach (ModelMesh mesh in model_ground_land1.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(cubeGroundLand1_modelRotation) * Matrix.CreateTranslation(cubeGroundLand1_position);
                    effect.View = View;
                    //effect.Texture = text_ground_lan1;
                    effect.Projection = Projection;
                }
                // Draw the mesh, using the effects set above.
                mesh.Draw();
            }

            //Move position for the next mesh modal to draw
            cubeGroundLand1_position.X += (float)1.0;
        }
    }
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1 回答 1

1

我找到了我的解决方案-> juste move this code ligne "cubeGroundLand1_position.X += (float)1.0;"

像:

private void draw_groundLand1()
    {

        for (int a = 0; a < 10; a++)
        {
            // Copy any parent transforms.
            Matrix[] transforms = new Matrix[model_ground_land1.Bones.Count];
            model_ground_land1.CopyAbsoluteBoneTransformsTo(transforms);

            // Draw the model. A model can have multiple meshes, so loop.
            foreach (ModelMesh mesh in model_ground_land1.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(cubeGroundLand1_modelRotation) * Matrix.CreateTranslation(cubeGroundLand1_position);
                    effect.View = View;
                    //effect.Texture = text_ground_lan1;
                    effect.Projection = Projection;

                    cubeGroundLand1_position.X = (float)a+1;
                }
                // Draw the mesh, using the effects set above.
                mesh.Draw();
            }
        }
于 2012-11-25T13:45:33.017 回答