Reputation: 1655
My last question was put on hold because I simply tried to provide all of my source code (which actually is a pretty small example as is). My problem is I am able to draw a quad and position my camera and face it towards {0,0,0}. For whatever reason, when I draw my Model which should be a soldier standing in the very center, I don't see it. While debugging I see the model is loaded correctly, has its bones/meshes etc so I am just unsure of why I don't see it.
My camera is setup as such:
public class CameraManager : GameComponent
{
private GraphicsDeviceManager fGraphicsDeviceManager;
public Matrix ViewMatrix { get; private set; }
public Matrix ProjectionMatrix { get; private set; }
public Vector3 CameraPosition { get; set; }
public Vector3 CameraTarget { get; set; }
public float AspectRatio { get; set; }
public float NearClip { get; set; }
public float FarClip { get; set; }
public float ViewAngle { get; set; }
public CameraManager(Game pGame, GraphicsDeviceManager pGraphicsDeviceManager) : base(pGame)
{
fGraphicsDeviceManager = pGraphicsDeviceManager;
CameraPosition = new Vector3(500, 300, 100);
CameraTarget = Vector3.Zero;
Viewport vViewPort = pGraphicsDeviceManager.GraphicsDevice.Viewport;
AspectRatio = (float)vViewPort.Width / (float)vViewPort.Height;
NearClip = 1.0f;
FarClip = 2000.0f;
ViewAngle = MathHelper.PiOver4;
}
public override void Update(GameTime pGameTime)
{
ViewMatrix = Matrix.CreateLookAt(CameraPosition, CameraTarget, Vector3.Up);
ProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(ViewAngle, AspectRatio, NearClip, FarClip);
base.Update(pGameTime);
}
}
Notice the Camera doesn't change, its just set static out in the world looking at Zero.
Now the Model Class:
public class Soldier : DrawableGameComponent
{
Game1 fGame;
Model fModel;
public Vector3 Forward { get; set; }
public Vector3 Position { get; set; }
public Soldier(Game1 pGame)
: base(pGame)
{
fGame = pGame;
Forward = Vector3.Forward;
Position = Vector3.Zero;
}
protected override void LoadContent()
{
fModel = fGame.Content.Load<Model>(@"Models\Human\Soldier\MP_US_Support");
//fModel = fGame.Content.Load<Model>(@"Models\Vehicles\Planes\model_plane");
}
public override void Update(GameTime pGameTime)
{
base.Update(pGameTime);
}
public override void Draw(GameTime pGameTime)
{
foreach (ModelMesh vMesh in fModel.Meshes)
{
foreach (BasicEffect vBasicEffect in vMesh.Effects)
{
vBasicEffect.Projection = fGame.fCameraManager.ViewMatrix;
vBasicEffect.View = fGame.fCameraManager.ProjectionMatrix;
vBasicEffect.World = Matrix.Identity;
}
vMesh.Draw();
}
base.Draw(pGameTime);
}
}
Again, the model loads fine (I think). I set the Projection/View to the Camera's ViewMatrix/ProjectionMatrix.
And finally in my Game1.cs I add these as components:
protected override void Initialize()
{
//Initialize Camera
fCameraManager = new CameraManager(this,fGraphicsDeviceManager);
this.Components.Add(fCameraManager);
//Initialize Map
fMap = new FlatMap(this);
this.Components.Add(fMap);
//Initialize a Soldier
fSoldier = new Soldier(this);
this.Components.Add(fSoldier);
this.IsMouseVisible = true;
base.Initialize();
}
If anyone is interested in the full source code it can be found here: http://www.filedropper.com/worldexplorergame (26mb due to a model, otherwise the amount of source code is super small).
Upvotes: 0
Views: 102
Reputation: 32667
You have swapped projection and view transformation:
vBasicEffect.Projection = fGame.fCameraManager.ProjectionMatrix;
vBasicEffect.View = fGame.fCameraManager.ViewMatrix;
Btw, your model seems a bit too detailed. If you want to have multiple soldiers and want to maintain real-timeness, you should consider simplifying the model.
Upvotes: 1