CHAPTER 4 ■ WORKING WITH MODELS
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//draw model
Matrix newCanonMat = Matrix.CreateRotationX(canonRot) * originalTransforms[10];
myModel.Bones[10].Transform = newCanonMat;
Matrix newTurretMat = Matrix.CreateRotationY(turretRot) * originalTransforms[9];
myModel.Bones[9].Transform = newTurretMat;
Matrix worldMatrix = Matrix.CreateScale(0.01f, 0.01f, 0.01f);
myModel.CopyAbsoluteBoneTransformsTo(modelTransforms);
foreach (ModelMesh mesh in myModel.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = modelTransforms[mesh.ParentBone.Index] * worldMatrix;
effect.View = fpsCam.ViewMatrix;
effect.Projection = fpsCam.ProjectionMatrix;
}
mesh.Draw();
}
base.Draw(gameTime);
}
4-10. Use BoundingSphe