Re: Positioning a mesh???
- From: "Daniel" <DanielV@xxxxxxxxxxxxxxxx>
- Date: Sat, 10 Sep 2005 23:44:14 +0100
I will only need a few objects for my scene, i think the world objects that
will remain consistent and not need any moving separately i will put in one
x file and the separate objetcs in separate x files.
If they are loaded at the init stage then the delay on load time will only
be the initial stage as oppose to later so performance will not get effected
i hope.
As for the Geometry class, i looked into it and i presume you use it like
so:
float bound = Geometry.ComputBoundingSphere();
My only issue is this, if it returns a float how does that tell you the
dimensions of the sphere as i would like to use this for my collision
detection algorithm? Does this float represent the distance from the center
point of my mesh to the edge of the sphere?
Also how do i use the Geometry function, i saw no parameters where i could
pass in the mesh as a variable? Hopefully you can help with a code example
of its use?
Thank you in advance, for all your help
"Zman" <zman@xxxxxxxxxxxxxx> wrote in message
news:e2GULwktFHA.3452@xxxxxxxxxxxxxxxxxxxxxxx
> Its in the Geometry class and its .ComputeBoundingSphere()
>
> Generally separate .x files is best, however I suspect there comes a point
> where opening lots of files would get expensive and it would be better to
> somehow pack them into a single file. You would have to experiment to see
> where that point is. Also .x files are generally ASCII (not sure if there
> is a binary format) so there is some overhead there too in the reading and
> parsing. So abstract the loading, do it with separate .x files now and if
> it gets too slow you can rewrite the loader later.
>
>
> --
> Zman (mailto:zman@xxxxxxxxxxxxxx)
> http://www.thezbuffer.com
> News and Resources for Managed DirectX
>
>
> "Daniel" <DanielV@xxxxxxxxxxxxxxxx> wrote in message
> news:Opd3%23nktFHA.256@xxxxxxxxxxxxxxxxxxxxxxx
>> Thanks for that i made sure my initial model was at 0,0,0 and it worked.
>>
>> How do i use GetBoundingSphere though? I couldnt find that method
>> anywhere in the mesh class?
>>
>> Also if i was to make up a scene is it best to make all my models in
>> separate x files i presume? Then load them as and when they are needed?
>>
>> "Zman" <zman@xxxxxxxxxxxxxx> wrote in message
>> news:%233StX0jtFHA.2064@xxxxxxxxxxxxxxxxxxxxxxx
>>> Open up the .x file with an editor - you can see the coordinates that
>>> MAX has created.
>>>
>>> Or call the GetBoundingSphere method - it will return a center point of
>>> a sphere which surrounds your entire object,
>>>
>>> If you draw the Max model around the origin then directx will draw it
>>> around the origin. Most modeles are generally drawn with their center at
>>> 0,0,0 as that helps you canlculate the offsets
>>>
>>> --
>>> Zman (mailto:zman@xxxxxxxxxxxxxx)
>>> http://www.thezbuffer.com
>>> News and Resources for Managed DirectX
>>>
>>>
>>> "Daniel" <DanielV@xxxxxxxxxxxxxxxx> wrote in message
>>> news:%23MQkuFjtFHA.1472@xxxxxxxxxxxxxxxxxxxxxxx
>>>> This soudns simple but for some reason i cannot do it.
>>>>
>>>> I made a model in 3D max and saved it as an x file, all fine. Then i
>>>> load it in and draw it using the code at the bottom of this post. My
>>>> problem is that my position i give it is actually offsetting it from
>>>> its original position that it is loaded into the scene. If i remove my
>>>> Translation it will draw the mesh in the scene but i have no idea what
>>>> the x, y, z value is of it?
>>>>
>>>> So how do you find the position attributes of a mesh after loading it
>>>> and how does directX know where to put it???
>>>> public void DrawModel(Vector3 v3Position)
>>>>
>>>> {
>>>>
>>>> _renderer.Device.Transform.World = Matrix.Translation(v3Position);
>>>>
>>>> for(int i = 0;i < materials.Length; i++)
>>>>
>>>> {
>>>>
>>>> _renderer.Device.Material = materials[i];
>>>>
>>>> _renderer.Device.SetTexture(0, textures[i]);
>>>>
>>>> mesh.DrawSubset(i);
>>>>
>>>> }
>>>>
>>>> }
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>
>
.
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