Retrieving model position after applying modeltransforms in XNA
- by Glen Dekker
For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this?
public void DrawModel( Camera camera )
{
Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1));
Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2;
Matrix[] modelTransforms = new Matrix[model.Bones.Count];
model.CopyAbsoluteBoneTransformsTo(modelTransforms);
if (camera.getDistanceFromPlayer(position+position1) > 3000) return;
foreach (ModelMesh mesh in model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix;
effect.View = camera.viewMatrix;
effect.Projection = camera.projectionMatrix;
}
mesh.Draw();
}
}