XNA 中3D模型的显示

时间:2023-03-09 15:24:24
XNA 中3D模型的显示

XNA 中3D模型的显示:

ModelMeshPart[] meshParts;

Model start_model;

Matrix[] dq_model_transforms;

   Matrix view = Matrix.CreateLookAt(new Vector3(72.93132f, 67.70515f, 101.329f), new Vector3(7.16512f, 66.22025f, 5.214687f), new Vector3(-0.01481795f, 0.9998762f, -0.0053083f));

Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(88f), 800f / 600f, 0.1f, 1000000f);

Matrix[] dq_transforms;

Dictionary<string, Matrix> dq_transforms_d = new Dictionary<string, Matrix>();

Dictionary<string, ModelMeshPart> dq_ModelMeshPart_d = new Dictionary<string, ModelMeshPart>();

public void add_Set_model(string model_name)

{

Model model = contentManager.Load<Model>(model_name);

start_model = model;

Set_mesh(start_model, model_name);

}

public void Set_mesh(Model model, string model_name)

{

dq_transforms = new Matrix[model.Bones.Count];

model.CopyAbsoluteBoneTransformsTo(dq_transforms);

//dq_model_transforms = dq_transforms;

foreach (ModelMesh mesh in model.Meshes)

{

if (!dq_transforms_d.ContainsKey(mesh.Name))

{

dq_transforms_d.Add(mesh.Name, dq_transforms[mesh.ParentBone.Index]);

}

//dq_model_transforms_All.Add(dq_model_transforms);

foreach (ModelMeshPart part in mesh.MeshParts)

{

if (!dq_ModelMeshPart_d.ContainsKey(mesh.Name))

{

dq_ModelMeshPart_d.Add(mesh.Name, part);

}

}

}

}

protected override void Draw()

{

Color backColor = new Color(BackColor.R, BackColor.G, BackColor.B);

GraphicsDevice.Clear(Color.Black);

#region ModelMeshPart画模型

//foreach (Effect effect_ls in mesh.Effects)

foreach (var dq_part in dq_ModelMeshPart_d)

{

//dq_part.Value.Effect

BasicEffect myBasicEffect = dq_part.Value.Effect as BasicEffect;

//dq_transforms_d[dq_part.Key]

myBasicEffect.World = dq_transforms_d[dq_part.Key];

myBasicEffect.View = view;

myBasicEffect.Projection = projection;

myBasicEffect.EnableDefaultLighting();

myBasicEffect.PreferPerPixelLighting = true;

myBasicEffect.SpecularPower = 16;

//获取或设置活动技术。  获取此渲染技术所需的EffectPass对象的集合。 开始这个

myBasicEffect.CurrentTechnique.Passes[0].Apply();

GraphicsDevice.Indices = dq_part.Value.IndexBuffer;

GraphicsDevice.SetVertexBuffer(dq_part.Value.VertexBuffer);

GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, dq_part.Value.VertexOffset, 0, dq_part.Value.NumVertices, dq_part.Value.StartIndex, dq_part.Value.PrimitiveCount);

}

#endregion

#region model.Draw画模型

//foreach (ModelMesh mesh in start_model.Meshes)

//{

//    foreach (Effect effect_ls in mesh.Effects)

//    {

//        Type effects_type = effect_ls.GetType();

//        if (effects_type.Name == "BasicEffect")

//        {

//            BasicEffect effect = (BasicEffect)effect_ls;

//            effect.World = dq_model_transforms[mesh.ParentBone.Index];

//            effect.View = view;

//            effect.Projection = projection;

//            effect.EnableDefaultLighting();

//            effect.PreferPerPixelLighting = true;

//            effect.SpecularPower = 16;

//        }

//    }

//    if (!line_mode_flag)

//    {

//        mesh.Draw();

//    }

//    else

//    {

//        foreach (ModelMeshPart part in mesh.MeshParts)

//        {

//            BasicEffect myBasicEffect = part.Effect as BasicEffect;

//            myBasicEffect.World = dq_model_transforms[mesh.ParentBone.Index];

//            //myBasicEffect.View = view;

//            //myBasicEffect.Projection = projection;

//            // myBasicEffect.TextureEnabled = true;

//            myBasicEffect.CurrentTechnique.Passes[0].Apply();

//            //myBasicEffect.Alpha = dq_Alpha;

//            GraphicsDevice.Indices = part.IndexBuffer;

//            GraphicsDevice.SetVertexBuffer(part.VertexBuffer);

//            GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleStrip, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount);

//        }

//    }

     #endregion

}

}

}

}

注:Model model = contentManager.Load<Model>(model_name);  通过content的Load方法从content中加载.xnb的模型,另外,BasicEffect 内的各个参数在用的时候有一定的顺序之分......