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Итак, я пытаюсь создать интерактивную среду с использованием 3D-модели. У меня есть модель и камера, движущиеся с фиксированным увеличением оси Z, но через 3 или около того секунды модель просто исчезает. Не уверен, что происходит, помощь очень ценится.Монусированная неподвижная движущаяся модель исчезает
Код моей игры размещен ниже.
namespace model_viewer
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
//Loads the ship
Model Ship;
//Moves the ship and the camera together
float moveCamera;
float moveShip;
//moves the ship in the user's direction
float keyMoveX;
float keyMoveY;
public Game1()
: base()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
moveCamera = -3;
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
Ship = Content.Load<Model>("Graphics/Ship");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
moveCamera += 0.005f;
moveShip += 0.005f;
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
Matrix proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1, 0.1f, 10000.0f);
Matrix view = Matrix.CreateLookAt(
new Vector3(0, 0, moveCamera),
Vector3.Zero,
Vector3.Up);
float scale = 1.0f/Ship.Meshes[0].BoundingSphere.Radius;
Matrix world = Matrix.CreateScale(scale) * Matrix.CreateRotationY(MathHelper.ToRadians(180)) * Matrix.CreateTranslation(new Vector3(0, 0, moveShip));
Ship.Draw(world, view, proj);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
Рассмотрите возможность улучшения этого ответа, разместив исправление, пожалуйста, здесь, чтобы другие могли наслаждаться. Вы никогда не знаете, другие могут столкнуться с чем-то похожим – MickyD