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社区首页 >问答首页 >GamePlay3d引擎不显示从fbx导入的模型

GamePlay3d引擎不显示从fbx导入的模型
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Stack Overflow用户
提问于 2016-04-27 19:50:07
回答 1查看 157关注 0票数 0

我是一个gameplay3d的新手,通过了所有的教程,但是我不能设法显示这个简单的(没有太多的多边形和材质)模型,我从Fbx编码。我用unity3D检查了这个模型,一个使用gameplay3d的封闭源码软件似乎一切正常。我想我在加载场景时遗漏了一些细节。

这是模型文件,也包括原始fbx文件。我怀疑如果它与轻量级https://www.dropbox.com/sh/ohgpsfnkm3iv24s/AACApRcxwtbmpKu4_5nnp8rZa?dl=0有关,那么这个类就是加载场景的类。

代码语言:javascript
复制
#include "Demo.h"

// Declare our game instance
Demo game;

Demo::Demo()
    : _scene(NULL), _wireframe(false)
{
}

void Demo::initialize()
{
    // Load game scene from file
    Bundle* bundle = Bundle::create("KGN56AI30N.gpb");
    _scene = bundle->loadScene();
    SAFE_RELEASE(bundle);
    // Get the box model and initialize its material parameter values and bindings

    Camera* camera = Camera::createPerspective(45.0f, getAspectRatio(), 1.0f, 20.0f);
    Node* cameraNode = _scene->addNode("camera");

    // Attach the camera to a node. This determines the position of the camera.
    cameraNode->setCamera(camera);

    // Make this the active camera of the scene.
    _scene->setActiveCamera(camera);
    SAFE_RELEASE(camera);
    // Move the camera to look at the origin.
    cameraNode->translate(0,0, 10);
    cameraNode->rotateX(MATH_DEG_TO_RAD(0.25f));
    // Update the aspect ratio for our scene's camera to match the current device resolution
    _scene->getActiveCamera()->setAspectRatio(getAspectRatio());
    // Set the aspect ratio for the scene's camera to match the current resolution
    _scene->getActiveCamera()->setAspectRatio(getAspectRatio());

    Light* directionalLight = Light::createDirectional(Vector3::one());
    _directionalLightNode = Node::create("directionalLight");
    _directionalLightNode->setLight(directionalLight);
    SAFE_RELEASE(directionalLight);
    _scene->addNode(_directionalLightNode);
    _scene->setAmbientColor(1.0, 1.0, 1.0);
  _scene->visit(this, &Demo::initializeMaterials);

}


bool Demo::initializeMaterials(Node* node)
{
        Model* model = dynamic_cast<Model*>(node->getDrawable());

        if (model)
        {
            for(int i=0;i<model->getMeshPartCount();i++)
            {
            Material* material = model->getMaterial(i);
            if(material)
            {
            // For this sample we will only bind a single light to each object in the scene.
            MaterialParameter* colorParam = material->getParameter("u_directionalLightColor[0]");
            colorParam->setValue(Vector3(0.75f, 0.75f, 0.75f));
            MaterialParameter* directionParam = material->getParameter("u_directionalLightDirection[0]");
            directionParam->setValue(Vector3(1, 1, 1));
            }
            }
        }
        return true;
}

void Demo::finalize()
{
    SAFE_RELEASE(_scene);
}

void Demo::update(float elapsedTime)
{
    // Rotate model
    //_scene->findNode("box")->rotateY(MATH_DEG_TO_RAD((float)elapsedTime / 1000.0f * 180.0f));
}

void Demo::render(float elapsedTime)
{
    // Clear the color and depth buffers
    clear(CLEAR_COLOR_DEPTH, Vector4::zero(), 1.0f, 0);

    // Visit all the nodes in the scene for drawing
    _scene->visit(this, &Demo::drawScene);
}

bool Demo::drawScene(Node* node)
{
    // If the node visited contains a drawable object, draw it
    Drawable* drawable = node->getDrawable(); 
    if (drawable)
        drawable->draw(_wireframe);

    return true;
}

void Demo::keyEvent(Keyboard::KeyEvent evt, int key)
{
    if (evt == Keyboard::KEY_PRESS)
    {
        switch (key)
        {
        case Keyboard::KEY_ESCAPE:
            exit();
            break;
        }
    }
}

void Demo::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex)
{
    switch (evt)
    {
    case Touch::TOUCH_PRESS:
        _wireframe = !_wireframe;
        break;
    case Touch::TOUCH_RELEASE:
        break;
    case Touch::TOUCH_MOVE:
        break;
    };
}
EN

回答 1

Stack Overflow用户

发布于 2016-09-13 10:14:02

我无法下载你的dropbox .fbx文件。你在场景中有多少个模型?这里有一个简单的方法来做你想做的事情--虽然不是最好的,但它可以让你开始……

因此,首先,我看不到在你的代码中的什么地方,你实际分配一个着色器来使用材质。我使用的是这样的东西:

代码语言:javascript
复制
material = model->setMaterial("Shaders/Animation/ADSVertexViewAnim.vsh", "Shaders/Animation/ADSVertexViewAnim.fsh");

你需要分配一个着色器,上面的代码将获取顶点和片段着色器,并在需要绘制对象时使用它。

我采用了一种稍微不同的方式,不是自动加载场景文件,而是创建一个空场景,然后从捆绑包中提取模型,并手动将其添加到场景中。这样,我就可以准确地看到正在发生的事情,并且我可以控制每一步。GamePlay3D有一些奇特的属性文件,但只有在您知道流程如何手动工作的情况下才能使用它们。

最初,我在场景中创建了一个简单的立方体,手动创建了一个场景,并将猴子添加到节点图中,如下所示:

代码语言:javascript
复制
void GameMain::ExtractFromBundle()
{
    /// Create a new empty scene.
    _scene = Scene::create();

    // Create the Model and its Node
    Bundle* bundle = Bundle::create("res/monkey.gpb");          // Create the bundle from GPB file

    /// Create the Cube
    {
        Mesh* meshMonkey = bundle->loadMesh("Character_Mesh");              // Load the mesh from the bundle
        Model* modelMonkey = Model::create(meshMonkey);
        Node* nodeMonkey = _scene->addNode("Monkey");
        nodeMonkey->setTranslation(0,0,0);
        nodeMonkey->setDrawable(modelMonkey);
    }
}

然后我想搜索场景图,只给我想要画的对象(猴子)分配一个材质。如果要手动将不同的材质指定给不同的对象,请使用此选项。

代码语言:javascript
复制
bool GameMain::initializeScene(Node* node)
{
    Material* material;

    std::cout << node->getId() << std::endl;

    // find the node in the scene
    if (strcmp(node->getId(), "Monkey") != 0)
        return false;

    Model* model = dynamic_cast<Model*>(node->getDrawable());
    if( !model )
        return false;

    material = model->setMaterial("Shaders/Animation/ADSVertexViewAnim.vsh", "Shaders/Animation/ADSVertexViewAnim.fsh");

    material->getStateBlock()->setCullFace(true);
    material->getStateBlock()->setDepthTest(true);
    material->getStateBlock()->setDepthWrite(true);

    // The World-View-Projection Matrix is needed to be able to see view the 3D world thru the camera
    material->setParameterAutoBinding("u_worldViewProjectionMatrix", "WORLD_VIEW_PROJECTION_MATRIX");

    // This matrix is necessary to calculate normals properly, but the WORLD_MATRIX would also work
    material->setParameterAutoBinding("u_worldViewMatrix", "WORLD_VIEW_MATRIX");
    material->setParameterAutoBinding("u_viewMatrix", "VIEW_MATRIX");

    return true;
}

现在,该对象已准备就绪,可以绘制...因此,我使用以下函数:

代码语言:javascript
复制
void GameMain::render(float elapsedTime)
{
    // Clear the color and depth buffers
    clear(CLEAR_COLOR_DEPTH, Vector4(0.0, 0.0, 0.0, 0.0), 1.0f, 0);

    // Visit all the nodes in the scene for drawing
    _scene->visit(this, &GameMain::drawScene);
}

bool GameMain::drawScene(Node* node)
{
    // If the node visited contains a drawable object, draw it
    Drawable* drawable = node->getDrawable();
    if (drawable)
        drawable->draw(_wireframe);

    return true;
}

我使用我自己的着色器,所以我不必担心Light和DirectionalLight之类的东西。一旦我可以看到对象,然后我将添加动态灯光,等等,但对于初学者,开始简单。

致以问候。

票数 0
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/36888940

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