public ModelObject(string id, ActorType actorType, Transform3D transform, Model model, ColorParameters colorParameters, Effect effect) : base(id, actorType, transform, colorParameters, effect) { this.model = model; /* 3DS Max models contain meshes (e.g. a table might have 5 meshes i.e. a top and 4 legs) and each mesh contains a bone. * A bone holds the transform that says "move this mesh to this position". Without 5 bones in a table all the meshes would collapse down to be centred on the origin. * Our table, wouldnt look very much like a table! * * Take a look at the ObjectManager::DrawObject(GameTime gameTime, ModelObject modelObject) method and see if you can figure out what the line below is doing: * * effect.World = modelObject.BoneTransforms[mesh.ParentBone.Index] * modelObject.GetWorldMatrix(); */ InitializeBoneTransforms(); }
public DrawnActor3D(string id, ActorType actorType, Transform3D transform, ColorParameters colorParameters, Effect effect) : base(id, actorType, transform) { this.colorParameters = colorParameters; this.effect = effect; }