XNA 4.0 で作成しているゲームでパーティクル システムを作成しようとしています。パーティクルは、エミッタが初期化されたワールドでレンダリングされます。問題は、Update() でパーティクルの位置を更新したいのですが、動作しません。パーティクルはレンダリングされますが、位置 0、0、0 の世界の中心でのみです。
各パーティクルは、テクスチャを持つ頂点のグループで構成されます。
誰でも私を助けることができますか?パーティクル エミッタのクラスは次のとおりです。
public class ParticleEmitter : RenderableGameObject
{
VertexBuffer vertexBuffer;
VertexDeclaration vertexDeclaration;
Effect bbEffect;
VertexPositionTexture[] vertices;
Texture2D texture;
int noVertices = 0;
struct Particle
{
public Vector3 position;
}
Particle[] particles = new Particle[5];
public ParticleEmitter(Game1 game)
: base(game)
{
SetupParticles();
SetupVertices();
bbEffect = game.Content.Load<Effect>("Effects/Particle");
texture = game.Content.Load<Texture2D>("Textures/fire");
}
private void SetupVertices()
{
int vertexIndex = 0;
vertices = new VertexPositionTexture[particles.Length * 6];
for (int i = 0; i < particles.Length; ++i)
{
vertices[vertexIndex++] = new VertexPositionTexture(particles[i].position, new Vector2(0, 0));
vertices[vertexIndex++] = new VertexPositionTexture(particles[i].position, new Vector2(1, 0));
vertices[vertexIndex++] = new VertexPositionTexture(particles[i].position, new Vector2(1, 1));
vertices[vertexIndex++] = new VertexPositionTexture(particles[i].position, new Vector2(0, 0));
vertices[vertexIndex++] = new VertexPositionTexture(particles[i].position, new Vector2(1, 1));
vertices[vertexIndex++] = new VertexPositionTexture(particles[i].position, new Vector2(0, 1));
}
noVertices = vertexIndex;
vertexBuffer = new VertexBuffer(game.GraphicsDevice, typeof(VertexPositionTexture), vertices.Length, BufferUsage.WriteOnly);
vertexBuffer.SetData(vertices);
vertexDeclaration = new VertexDeclaration(VertexPositionTexture.VertexDeclaration.GetVertexElements());
}
private void SetupParticles()
{
for (int i = 0; i < particles.Length; ++i)
{
particles[i] = new Particle();
particles[i].position = Position * i;
}
}
private void UpdateVertices()
{
for (int i = 0; i < particles.Length; ++i)
{
vertices[i] = new VertexPositionTexture(particles[i].position, new Vector2(0, 0));
vertices[i] = new VertexPositionTexture(particles[i].position, new Vector2(1, 0));
vertices[i] = new VertexPositionTexture(particles[i].position, new Vector2(1, 1));
vertices[i] = new VertexPositionTexture(particles[i].position, new Vector2(0, 0));
vertices[i] = new VertexPositionTexture(particles[i].position, new Vector2(1, 1));
vertices[i] = new VertexPositionTexture(particles[i].position, new Vector2(0, 1));
}
game.GraphicsDevice.SetVertexBuffer(null);
vertexBuffer.SetData(vertices);
}
private void UpdateParticles()
{
for (int i = 0; i < particles.Length; ++i)
{
particles[i].position = Position;
}
}
public override void Update(GameTime gameTime)
{
UpdateParticles();
UpdateVertices();
base.Update(gameTime);
}
public override void Draw()
{
DrawParticles(game.camera.viewMatrix);
}
private void DrawParticles(Matrix currentViewMatrix)
{
bbEffect.CurrentTechnique = bbEffect.Techniques["CylBillboard"];
bbEffect.Parameters["xWorld"].SetValue(Matrix.Identity);
bbEffect.Parameters["xView"].SetValue(currentViewMatrix);
bbEffect.Parameters["xProjection"].SetValue(game.camera.projectionMatrix);
bbEffect.Parameters["xCamPos"].SetValue(game.camera.Position);
bbEffect.Parameters["xAllowedRotDir"].SetValue(new Vector3(0, 1, 0));
bbEffect.Parameters["xBillboardTexture"].SetValue(texture);
foreach (EffectPass pass in bbEffect.CurrentTechnique.Passes)
{
game.GraphicsDevice.BlendState = BlendState.AlphaBlend;
pass.Apply();
game.GraphicsDevice.SetVertexBuffer(vertexBuffer);
int noTriangles = noVertices / 3;
game.GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, noTriangles);
}
}
}