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TankAnimation [复制链接]

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离线nemoma
 

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只看楼主 倒序阅读 使用道具 0F 发表于: 2010-11-10

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;
using
Microsoft.Xna.Framework.Net;
using
Microsoft.Xna.Framework.Storage;

namespace
TankAnimation
{
class Tank
{
private Model tankModel;
private Matrix[] boneTransformation;
public float WheelRotation { get; set; }
public float SteerRotation { get; set; }
public float TurretRotation { get; set; }
public float CannonRotation { get; set; }
public float Hatch1Rotation { get; set; }
private ModelBone leftBackWheelBone;
private ModelBone rightBackWheelBone;
private ModelBone leftFrontWheelBone;
private ModelBone rightFrontWheelBone;
private ModelBone leftSteerBone;
private ModelBone rightSteerBone;
private ModelBone turretBone;
private ModelBone cannonBone;
private ModelBone hatchBone;
private Matrix leftBackWheelTransform;
private Matrix rightBackWheelTransform;
private Matrix leftFrontWheelTransform;
private Matrix rightFrontWheelTransform;
private Matrix leftSteerTransform;
private Matrix rightSteerTransform;
private Matrix turretTransform;
private Matrix cannonTransform;
private Matrix hatchTransform;
public void Load(ContentManager content)
{
tankModel = content.Load<
Model>(@"Models/tank");
leftBackWheelBone = tankModel.Bones[
"l_back_wheel_geo"];
rightBackWheelBone = tankModel.Bones[
"r_back_wheel_geo"];
leftFrontWheelBone = tankModel.Bones[
"l_front_wheel_geo"];
rightFrontWheelBone = tankModel.Bones[
"r_front_wheel_geo"];
leftSteerBone = tankModel.Bones[
"l_steer_geo"];
rightSteerBone = tankModel.Bones[
"r_steer_geo"];
turretBone = tankModel.Bones[
"turret_geo"];
cannonBone = tankModel.Bones[
"canon_geo"];
hatchBone = tankModel.Bones[
"hatch_geo"];
leftBackWheelTransform = leftBackWheelBone.Transform;
rightBackWheelTransform = rightBackWheelBone.Transform;
leftFrontWheelTransform = leftFrontWheelBone.Transform;
rightFrontWheelTransform = rightFrontWheelBone.Transform;
leftSteerTransform = leftSteerBone.Transform;
rightSteerTransform = rightSteerBone.Transform;
turretTransform = turretBone.Transform;
cannonTransform = cannonBone.Transform;
hatchTransform = hatchBone.Transform;
//
boneTransformation =
new Matrix[tankModel.Bones.Count];

}
public void Draw(Matrix world, Matrix view, Matrix projection)
{
tankModel.Root.Transform = world;
Matrix wheelRotation = Matrix.CreateRotationX(WheelRotation);
leftBackWheelBone.Transform = wheelRotation * leftBackWheelTransform;
rightBackWheelBone.Transform = wheelRotation * rightBackWheelTransform;
leftFrontWheelBone.Transform = wheelRotation * leftFrontWheelTransform;
rightFrontWheelBone.Transform = wheelRotation * rightFrontWheelTransform;
Matrix steerRotation = Matrix.CreateRotationY(SteerRotation);
leftSteerBone.Transform = steerRotation * leftSteerTransform;
rightSteerBone.Transform = steerRotation * rightSteerTransform;
Matrix turretRotation = Matrix.CreateRotationY(TurretRotation);
turretBone.Transform = turretRotation * turretTransform;
Matrix hatchRotation = Matrix.CreateRotationY(Hatch1Rotation);
hatchBone.Transform = hatchRotation * hatchTransform;
Matrix cannonRotation = Matrix.CreateRotationY(CannonRotation);
cannonBone.Transform = cannonRotation * cannonTransform;
tankModel.CopyAbsoluteBoneTransformsTo(boneTransformation);
foreach (ModelMesh mesh in tankModel.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.World = boneTransformation[mesh.ParentBone.Index];
effect.View = view;
effect.Projection = projection;
effect.EnableDefaultLighting();
}
mesh.Draw();
}
}
}
}
附件: TankAnimation.part01.rar (1758 K) 下载次数:1
附件: TankAnimation.part02.rar (1758 K) 下载次数:1
附件: TankAnimation.part03.rar (1758 K) 下载次数:1
附件: TankAnimation.part04.rar (1758 K) 下载次数:1
离线nemoma

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只看该作者 1F 发表于: 2010-11-10

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;
using
Microsoft.Xna.Framework.Net;
using
Microsoft.Xna.Framework.Storage;
namespace
TankAnimation
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Tank tank;
Matrix viewMatrix, projectionMatrix;
public Game1()
{
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()
{
// TODO: Add your initialization logic here
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);
// TODO: use this.Content to load your game content here
tank =
new Tank();
tank.Load(Content);
//VIEW MATRIX SETUP
viewMatrix =
Matrix.CreateLookAt(
new Vector3(1000,800,0), //CAMERA
new Vector3(0,150,0), //CAMERA POSITION
Vector3.Up); // WHICH IS UP
//VIEW SETUP
projectionMatrix =
Matrix.CreatePerspectiveFieldOfView(
MathHelper.PiOver4, //VIEWING ANGLE
16 / 9.0f,
//SHAPE
10.0f,
//NEAR PLANE
10000.0f
//FAR PLANE
);
}
/// <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)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
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);
tank.Draw(
Matrix.CreateRotationY((float)gameTime.TotalGameTime.TotalSeconds * 0.1f),
viewMatrix,
projectionMatrix);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
附件: TankAnimation.part05.rar (1758 K) 下载次数:1
附件: TankAnimation.part06.rar (1758 K) 下载次数:1
附件: TankAnimation.part07.rar (1758 K) 下载次数:1
附件: TankAnimation.part08.rar (131 K) 下载次数:1
离线nemoma

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只看该作者 2F 发表于: 2010-11-10
When Running:
离线夏影
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只看该作者 3F 发表于: 2010-11-10
这次代码竟然有高亮效果了…
1条评分
brotherho3  +1 VS copy to word is have高亮效果的 2010-11-10
离线Asure
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只看该作者 4F 发表于: 2010-11-11
星,星星!
这是什么东西啊???
离线夏影
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只看该作者 5F 发表于: 2010-11-11
星,星星!
这是什么东西啊???
Asure 发表于 2010-11-11 07:24 PM



啊…3L已经给了运行时的效果图了……
离线mKoori
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只看该作者 6F 发表于: 2010-11-11
Xna果然读取和控制模型就是省时省力啊(喂)=_,=|||
恭喜Nemoma,以后团子星Online就交给你开发了(喂喂!)=_,=|||

Storage部分完成
离线mKoori
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只看该作者 7F 发表于: 2010-11-11
对了,一定要给我设置成最终BOSS啊~~~=v=
999999999999的血,攻击防御什么的都是最高=_,=|||

Storage部分完成
离线蓝月狼
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只看该作者 8F 发表于: 2010-11-12
= = 我要做打倒BOSS的勇者。。

= = 这是什么引擎??
我是百孔千疮死去活来的日向…
离线緋色風
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只看该作者 9F 发表于: 2010-11-12
这是拖拉机。。。。
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