我要按照标题中的说明,将摄像机放置在球体中,该球体是我在Autodesk中创建的带有星星的2面材质,然后将该球体放置在Visual Studio的世界中,并在其中放置摄像机。自然的方法是将球体放在vector.zero中,然后将摄影机放在vector处。任意方向的视图也为零。但是一旦相机进入我的球体,我什么也看不到..只是背景..这是任何帮助的代码。
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);
}
}
}
最佳答案
(的确:固定法线很重要)
额外提示:
请勿使用相机旋转球体。
当z缓冲区关闭时,先绘制球体。
See this article(它使用一个天空盒,但这在这里并不重要)
关于c# - 将相机放在球体中以产生太空效果,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/5642814/