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Getting Started with XNA Game Studio 3.0 to develop video games -Part IV


by Uditha Sampath Bandara

 


This month we`ll discuss about the code and steps to draw a 3d model on the XNA game.

First you need to have a 3D model. Using a software like 3ds max you can create 3d models.


Then go to File->Export in 3ds max and expoert to a relevent format.

It could be either .x or .fbx.

 


 

Then load that 3D model  to the content folder.

Right click on the content folder and Add->existing items

 

 

  //define projection matrix to model projection ,aspect ratio,  } 


And select that file form the hard drive.

It could be .x and .fbx.

Now in the Game 1.cs you need to write code to draw 3D model in the screen.

First create a object form Model class to handle the model.

Model car;


Then in the LoadContent()  methord you can load the image.

car = Content.Load<Model>("Car");


then in the Draw()method you can draw the model in the screen.

//create a new matrix and copy that tranfomation to 3d model

Matrix[] transforms = new Matrix[car.Bones.Count];

//copy the absolute transforms to the car model.

 car.CopyAbsoluteBoneTransformsTo(transforms);

//use two foreach loops to loop through the mesh and mesh effect

foreach (ModelMesh mesh in car.Meshes)          

 {

foreach (BasicEffect effect in mesh.Effects)

{

  //enable default lighting provides by XNA.

               effect.EnableDefaultLighting();


//define the world matrix to locate the position

               effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(30.0f, -40.0f, -400.0f);


//define view matrix to set up the camara location

                effect.View = Matrix.CreateLookAt(Vector3.Zero, Vector3.Forward, Vector3.Up);

and near and far plane distance.

              effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(80.0f), 800.0f / 600.0f, 10.0f, 10000.0f);

 

                }               

 mesh.Draw(); //Draw the 3d mesh

}

now you can run the project by pressing F5 or by clicking the run button.

 

Final code of Game1.cs

 

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;

using Microsoft.Xna.Framework.Net;

using Microsoft.Xna.Framework.Storage;

 

namespace Draw_3d_model

{

    /// <summary>

    /// This is the main type for your game

    /// </summary>

    public class Game1 : Microsoft.Xna.Framework.Game

    {

        GraphicsDeviceManager graphics;

        SpriteBatch spriteBatch;

        Model car;

        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()

        {

            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);

            car = Content.Load<Model>("Car");

        }

 

        /// <summary>

        /// UnloadContent will be called once per game and is the place to unload

        /// all content.

        /// </summary>

        protected override void UnloadContent()

        {

         

        }

 

        /// <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();

 

 

            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.Black);

 

            Matrix[] transforms = new Matrix[car.Bones.Count];

            car.CopyAbsoluteBoneTransformsTo(transforms);

 

            foreach (ModelMesh mesh in car.Meshes)

            {

 

                foreach (BasicEffect effect in mesh.Effects)

                {

 

                    effect.EnableDefaultLighting();

 

                

                    effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(30.0f, -40.0f, -400.0f);

 

                    effect.View = Matrix.CreateLookAt(Vector3.Zero, Vector3.Forward, Vector3.Up);

                    effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(80.0f), 800.0f / 600.0f, 10.0f, 10000.0f);

 

                }

                mesh.Draw();

 

            }

 

            base.Draw(gameTime);

        }

    }

}

 

Modify the code for 3d animation.

 

 

Also you can create a 3d animation to this example using these lines of codes.

First initilize a float varible to the animation.

 

float val = 0.0f;

 

then in Update() metord increment the valuve to change the position.


  val = val + 0.8f;

 

finally in the Draw() metord add  the val variable to change the position.


effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(30.0f+val, -40.0f, -400.0f-val);

 

then after you press F5 you are ready to play the animation.

 

Final code of Game1.cs with a 3d animation


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;

using Microsoft.Xna.Framework.Net;

using Microsoft.Xna.Framework.Storage;

 

namespace Draw_3d_model

{

    /// <summary>

    /// This is the main type for your game

    /// </summary>

    public class Game1 : Microsoft.Xna.Framework.Game

    {

        GraphicsDeviceManager graphics;

        SpriteBatch spriteBatch;

        Model car;

        float val = 0.0f;

 

        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()

        {

           

 

            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);

            car = Content.Load<Model>("Car");

        }

        /// <summary>

        /// UnloadContent will be called once per game and is the place to unload

        /// all content.

        /// </summary>

        protected override void UnloadContent()

        {

        }

        /// <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();

            val = val + 0.8f;

            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.Black);

 

            Matrix[] transforms = new Matrix[car.Bones.Count];

            car.CopyAbsoluteBoneTransformsTo(transforms);

 

            foreach (ModelMesh mesh in car.Meshes)

            {

                foreach (BasicEffect effect in mesh.Effects)

                {

                    effect.EnableDefaultLighting();

                

                    effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(30.0f+val, -40.0f, -400.0f-val);


                    effect.View = Matrix.CreateLookAt(Vector3.Zero, Vector3.Forward, Vector3.Up);

                    effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(80.0f), 800.0f / 600.0f, 10.0f, 10000.0f);

 

                }

                mesh.Draw();

            }

 

            base.Draw(gameTime);

        }

    }

}

This is the end of the draw 3d model and 3d animation tutorial.

Also source project is attach with this article. Download

 

Form next tutorial you learn about working with inputs in XNA.

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