简体   繁体   中英

XNA primitives not rendering as expected

I'm having a bizarre problem with XNA.

I've been going through the following tutorial: http://www.i-programmer.info/projects/119-graphics-and-games/1108-getting-started-with-3d-xna.html

I've finished the tutorial but my finished cube renders like so: 在此输入图像描述

在此输入图像描述

在此输入图像描述

As you can see, some of the vertices don't render depending on the rotation of the cube.

If rotation is removed, the cube renders like so: 在此输入图像描述

My full code is below (UPDATE: This is the fixed code, rendering properly):

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 _3DTutorial {
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        // Tut items
        private BasicEffect effect;
        private VertexPositionNormalTexture[] cube;
        private float angle = 0;

        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

            effect = new BasicEffect(graphics.GraphicsDevice);

            effect.AmbientLightColor = new Vector3(0.0f, 1.0f, 0.0f);
            effect.DirectionalLight0.Enabled = true;
            effect.DirectionalLight0.DiffuseColor = Vector3.One;
            effect.DirectionalLight0.Direction = Vector3.Normalize(Vector3.One);

            effect.LightingEnabled = true;

            Matrix projection = Matrix.CreatePerspectiveFieldOfView(
                (float)Math.PI / 4.0f,
                (float)this.Window.ClientBounds.Width / (float)this.Window.ClientBounds.Height,
                1f, 
                10f
            );

            effect.Projection = projection;
            Matrix V = Matrix.CreateTranslation(0f, 0f, -10f);
            effect.View = V;

            RasterizerState rs = new RasterizerState();
            rs.FillMode = FillMode.WireFrame;
            graphics.GraphicsDevice.RasterizerState = rs;

            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

            cube = MakeCube();
        }

        /// <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

            angle = angle + 0.005f;
            if (angle > 2 * Math.PI) {
                angle = 0;
            }

            Matrix R = Matrix.CreateRotationY(angle) * Matrix.CreateRotationX(.4f);
            Matrix T = Matrix.CreateTranslation(0.0f, 0f, 5f);
            effect.World = R * T;

            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);

            // TODO: Add your drawing code here

            foreach (EffectPass pass in effect.CurrentTechnique.Passes) {
                pass.Apply();
                graphics.GraphicsDevice.DrawUserPrimitives<VertexPositionNormalTexture>(PrimitiveType.TriangleList, cube, 0, (cube.Length / 3));
            }

            base.Draw(gameTime);
        }

        protected VertexPositionNormalTexture[] MakeCube() {
            VertexPositionNormalTexture[] vertexes = new VertexPositionNormalTexture[36];
            Vector2 Texcoords = new Vector2(0f, 0f);

            // A square made of two triangles
            Vector3[] face = new Vector3[6];
            // First triangle - bottom left
            face[0] = new Vector3(-1f, -1f, 0.0f);
            // First triangle - top left
            face[1] = new Vector3(-1f, 1f, 0.0f);
            // First triangle - top right
            face[2] = new Vector3(1f, 1f, 0.0f);
            // Second triangle - top right
            face[3] = new Vector3(1f, 1f, 0.0f);
            // Second triangle - bottom right
            face[4] = new Vector3(1f, -1f, 0.0f);
            // Second triangle - bottom left
            face[5] = new Vector3(-1f, -1f, 0.0f);

            Matrix RotY90 = Matrix.CreateRotationY(-(float)Math.PI / 2f);
            Matrix RotX90 = Matrix.CreateRotationX(-(float)Math.PI / 2f);

            for (int i = 0; i <= 2; i++) {

                // Front face
                vertexes[i] = new VertexPositionNormalTexture(
                    face[i] + Vector3.UnitZ, 
                    Vector3.UnitZ,
                    Texcoords
                );
                vertexes[i + 3] = new VertexPositionNormalTexture(
                    face[i + 3] + Vector3.UnitZ,
                    Vector3.UnitZ,
                    Texcoords
                );
                // Back face
                vertexes[i + 6] = new VertexPositionNormalTexture(
                    face[2 - i] - Vector3.UnitZ,
                    -Vector3.UnitZ,
                    Texcoords
                );
                vertexes[i + 6 + 3] = new VertexPositionNormalTexture(
                    face[5 - i] - Vector3.UnitZ,
                    -Vector3.UnitZ,
                    Texcoords
                );

                // Left face
                vertexes[i + 12] = new VertexPositionNormalTexture(
                     Vector3.Transform(face[i], RotY90) - Vector3.UnitX,
                     -Vector3.UnitX, 
                     Texcoords
                );
                vertexes[i + 12 + 3] = new VertexPositionNormalTexture(
                    Vector3.Transform(face[i + 3], RotY90) - Vector3.UnitX,
                    -Vector3.UnitX, 
                    Texcoords
                );
                // Right face
                vertexes[i + 18] = new VertexPositionNormalTexture(
                    Vector3.Transform(face[2 - i], RotY90) + Vector3.UnitX,
                    Vector3.UnitX,
                    Texcoords
                );
                vertexes[i + 18 + 3] = new VertexPositionNormalTexture(
                    Vector3.Transform(face[5 - i], RotY90) + Vector3.UnitX,
                    Vector3.UnitX,
                    Texcoords
                );

                // Top face
                vertexes[i + 24] = new VertexPositionNormalTexture(
                    Vector3.Transform(face[i], RotX90) + Vector3.UnitY,
                    Vector3.UnitY,
                    Texcoords
                );
                vertexes[i + 24 + 3] = new VertexPositionNormalTexture(
                    Vector3.Transform(face[i + 3], RotX90) + Vector3.UnitY,
                    Vector3.UnitY,
                    Texcoords
                );
                // Bottom face
                vertexes[i + 30] = new VertexPositionNormalTexture(
                    Vector3.Transform(face[2 - i], RotX90) - Vector3.UnitY,
                    -Vector3.UnitY,
                    Texcoords
                );
                vertexes[i + 30 + 3] = new VertexPositionNormalTexture(
                    Vector3.Transform(face[5 - i], RotX90) - Vector3.UnitY,
                    -Vector3.UnitY,
                    Texcoords
                );

            }

            return vertexes;
        }
    }
}

Any help is appreciated.

I would put this in a comment but i dont have the prividge to do so yet.

I do not have XNA installed here so i cannot test this, but it looks as if your faces are drawn to face the wrong direction.

Faces will always have a visible and a see through side. go through your faces and flip them over. you will see that they appear and disappear when you do.

The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM