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Rotation and Translation

Now you have your triangle drawn by DirectX, the next step is to let it rotate. Up till now we have seen two ways to achieve this: we can rotate the camera around our triangle, but the logic way is to simply rotate the triangle. To do this, we have to rotate our World coordinate system. This is made very simple by DirectX. First we need a global variable which we use to store the current rotation of the triangle, and which we are going to increase every iteration of our game loop. So first declare this variable at the top of your file:

 float flt_Angle = 0;

Every iteration of your game loop, the DrawScene method is called. It is this method that we are going to change this chapter. When the method is called, the first thing we are going to do is increase the angle variable:

 flt_Angle += (float)0.05;

Now, immediately before you draw your triangle, we are going to tell DirectX to rotate its coordinate system by these lines:

 D3DXMATRIX m_Rotation;
 D3DXMatrixRotationY(&m_Rotation, flt_Angle);
 p_dx_Device->SetTransform(D3DTS_WORLD, &m_Rotation);

You first create a matrix, in which you store a rotation simply by calling the D3DXMatrixRotationY method. Then you pass this matrix to the device, and you indicate that you are changing its World coordinate system.

Compiling and running this code will already show you a rotating triangle! As you can see, the triangle is rotated around its left point. This is because this is locatated in the origin of the coordinate system, (0,0,0). If we would like to rotate through the center of the triangle, we should first move (=translate) the coordinate system to the center of the triangle, and the rotate. This is done by the following code:

 D3DXMATRIX m_Rotation;
 D3DXMatrixRotationY(&m_Rotation, flt_Angle);
 D3DXMATRIX m_Translation;
 D3DXMatrixTranslation(&m_Translation,-5,0,0);
 
 D3DXMATRIX m_World;
 D3DXMatrixMultiply(&m_World, &m_Translation, &m_Rotation);
 p_dx_Device->SetTransform(D3DTS_WORLD, &m_World);

First you define a rotation around the Y axis and a translation to the center of the bottomline of the triangle. Then we combine both actions into one matrix, m_World, which is done by multiplying both matrixes. In the end we pass this m_World matrix to the device. Now compile and run this code, DirectX should have moved the triangle to the center of the screen and the triangle should be rotation around its center axis!

Notice that the order of both actions is crucial: if you would first rotate the triangle, and the translate it, the result would be different. You can check this by using this line:

 D3DXMatrixMultiply(&m_World, &m_Rotation, &m_Translation);

Of course, instead of D3DXMatrixRotationY, you can also use D3DXMatrixRotationX, D3DXMatrixRotationZ or define a rotation axis yourself by using D3DXMatrixRotationAxis. Or you can combine rotation around the X, Y and Z axes by using D3DXMatrixRotationYawPitchRoll:

 D3DXMatrixRotationYawPitchRoll(&m_Rotation, flt_Angle,flt_Angle/2, flt_Angle/3);

These three terms are used in mechanics to describe the movements of larger objects. This is what you should see:




DirectX Tutorial 8 - Rotation - Translation

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Remember culling ? While the triangle is rotating, during one half of the cycle the triangle should be culled by DirectX. To show this, you can remove the line that turns off culling. Remember to turn culling off again before moving on to the next chapter!

The code for this chapter:


#include<windows.h>
#include<d3d9.h>
#include<d3dx9.h>
struct OURCUSTOMVERTEX
{
    float x,y,z;
    DWORD color;
};


 int int_AppRunning = 1;
 float flt_Angle = 0;
 
 LRESULT CALLBACK OurWindowProcedure(HWND han_Wind,UINT uint_Message,WPARAM parameter1,LPARAM parameter2)
 {
     switch(uint_Message)
     {
         case WM_KEYDOWN:
         {
             int_AppRunning = 0;
             break;
         }
         break;
     }
 
     return DefWindowProc(han_Wind,uint_Message,parameter1,parameter2);
 }
 
 HWND NewWindow(LPCTSTR str_Title,int int_XPos, int int_YPos, int int_Width, int int_Height)
 {
     WNDCLASSEX wnd_Structure;
 
     wnd_Structure.cbSize = sizeof(WNDCLASSEX);
     wnd_Structure.style = CS_HREDRAW | CS_VREDRAW;
     wnd_Structure.lpfnWndProc = OurWindowProcedure;
     wnd_Structure.cbClsExtra = 0;
     wnd_Structure.cbWndExtra = 0;
     wnd_Structure.hInstance = GetModuleHandle(NULL);
     wnd_Structure.hIcon = NULL;
     wnd_Structure.hCursor = NULL;
     wnd_Structure.hbrBackground = GetSysColorBrush(COLOR_BTNFACE);
     wnd_Structure.lpszMenuName = NULL;
     wnd_Structure.lpszClassName = "WindowClassName";
     wnd_Structure.hIconSm = LoadIcon(NULL,IDI_APPLICATION);
 
     RegisterClassEx(&wnd_Structure);
 
     return CreateWindowEx(WS_EX_CONTROLPARENT, "WindowClassName", str_Title, WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX | WS_VISIBLE, int_XPos, int_YPos, int_Width, int_Height, NULL, NULL, GetModuleHandle(NULL), NULL);
 }
 
 LPDIRECT3DDEVICE9 InitializeDevice(HWND han_WindowToBindTo)
 {
     LPDIRECT3D9 p_dx_Object;
     LPDIRECT3DDEVICE9 p_dx_Device;
 
     p_dx_Object = Direct3DCreate9(D3D_SDK_VERSION);
     if (p_dx_Object == NULL)
     {
         MessageBox(han_WindowToBindTo,"DirectX Runtime library not installed!","InitializeDevice()",MB_OK);
     }
 
     D3DPRESENT_PARAMETERS dx_PresParams;
     ZeroMemory( &dx_PresParams, sizeof(dx_PresParams) );
     dx_PresParams.Windowed = TRUE;
     dx_PresParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
     dx_PresParams.BackBufferFormat = D3DFMT_UNKNOWN;
 
     if (FAILED(p_dx_Object->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, han_WindowToBindTo, D3DCREATE_HARDWARE_VERTEXPROCESSING, &dx_PresParams, &p_dx_Device)))
     {
         if (FAILED(p_dx_Object->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, han_WindowToBindTo, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &dx_PresParams, &p_dx_Device)))
         {
             MessageBox(han_WindowToBindTo,"Failed to create even the reference device!","InitializeDevice()",MB_OK);
         }
  }
 
     p_dx_Device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
     p_dx_Device->SetRenderState(D3DRS_LIGHTING,false);
 
     return p_dx_Device;
 }
 
 void DrawScene(LPDIRECT3DDEVICE9 p_dx_Device, LPDIRECT3DVERTEXBUFFER9 p_dx_VertexBuffer)
 {
     flt_Angle += (float)0.05;
 
     p_dx_Device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(72,61,139), 1.0f, 0);
     p_dx_Device->BeginScene();
 
     D3DXMATRIX m_Rotation;
     D3DXMatrixRotationYawPitchRoll(&m_Rotation, flt_Angle,flt_Angle/2, flt_Angle/3);
     D3DXMATRIX m_Translation;
     D3DXMatrixTranslation(&m_Translation,-5,0,0);
 
     D3DXMATRIX m_World;
     D3DXMatrixMultiply(&m_World, &m_Rotation, &m_Translation);
     p_dx_Device->SetTransform(D3DTS_WORLD, &m_World);
 
     p_dx_Device->SetStreamSource(0, p_dx_VertexBuffer, 0, sizeof(OURCUSTOMVERTEX));
     p_dx_Device->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE);
     p_dx_Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
 
     p_dx_Device->EndScene();
     p_dx_Device->Present(NULL, NULL, NULL, NULL);
 }
 
 LPDIRECT3DVERTEXBUFFER9 FillVertices(HWND han_Window, LPDIRECT3DDEVICE9 p_dx_Device)
 {
     OURCUSTOMVERTEX cv_Vertices[3];
     LPDIRECT3DVERTEXBUFFER9 p_dx_VertexBuffer;
 
     cv_Vertices[0].x = 5.0f;
     cv_Vertices[0].y = 10.0f;
     cv_Vertices[0].z = 0.0f;
     cv_Vertices[0].color = 0xffff0000;
 
     cv_Vertices[1].x = 10.0f;
     cv_Vertices[1].y = 0.0f;
     cv_Vertices[1].z = 0.0f;
     cv_Vertices[1].color = 0xff00ff00;
 
     cv_Vertices[2].x = 0.0f;
     cv_Vertices[2].y = 0.0f;
     cv_Vertices[2].z = 0.0f;
     cv_Vertices[2].color = 0xff00ffff;
 
     if (FAILED(p_dx_Device->CreateVertexBuffer(3*sizeof(OURCUSTOMVERTEX), 0, D3DFVF_XYZ|D3DFVF_DIFFUSE, D3DPOOL_DEFAULT, &p_dx_VertexBuffer, NULL)))
     {
         MessageBox(han_Window,"Error while creating VertexBuffer","FillVertices()",MB_OK);
     }
 
     VOID* p_Vertices;
     if (FAILED(p_dx_VertexBuffer->Lock(0, 3*sizeof(OURCUSTOMVERTEX), (void**)&p_Vertices, 0)))
     {
         MessageBox(han_Window,"Error trying to lock","FillVertices()",MB_OK);
     }else{
         memcpy(p_Vertices, cv_Vertices, 3*sizeof(OURCUSTOMVERTEX));
         p_dx_VertexBuffer->Unlock();
     }
 
     return p_dx_VertexBuffer;
 }
 
 void SetUpCamera(LPDIRECT3DDEVICE9 p_dx_Device)
 {
     D3DXVECTOR3 m_EyePos(0, 0, -30);
     D3DXVECTOR3 m_TargetPos(0, 0, 0);
     D3DXVECTOR3 m_UpVector(0, 1, 0);
     D3DXMATRIXA16 m_View;
     D3DXMatrixLookAtLH(&m_View, &m_EyePos, &m_TargetPos, &m_UpVector);
     p_dx_Device->SetTransform(D3DTS_VIEW, &m_View);
 
     D3DXMATRIX m_Projection;
     D3DXMatrixPerspectiveFovLH(&m_Projection, D3DX_PI/4, 500/500, 1, 50);
     p_dx_Device->SetTransform(D3DTS_PROJECTION, &m_Projection);
 }
 
 int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPreviousInstance,LPSTR lpcmdline,int nCmdShow)
 {
     MSG msg_Message;
 
     HWND han_Window = NewWindow("DirectX C++ Tutorial",100,100,500,500);
     LPDIRECT3DDEVICE9 p_Device = InitializeDevice(han_Window);
     LPDIRECT3DVERTEXBUFFER9 p_dx_VB = FillVertices(han_Window, p_Device);
     SetUpCamera(p_Device);
 
     while(int_AppRunning)
     {
         if(PeekMessage(&msg_Message,han_Window,0,0,PM_REMOVE))
         {
             DispatchMessage(&msg_Message);
         }
         DrawScene(p_Device, p_dx_VB);
     }
 
     p_Device->Release();
     DestroyWindow(han_Window);
 
     return 0;
 }


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2007 - 2011 MVP Award
DirectX - XNA

Contents

News
Home
Forum
XNA 2.0 Recipes Book (8)
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
XNA 3.0 Recipes Book (8)
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Downloads
Extra Reading (3)
Matrices: geometrical
Matrix Mathematics
Homogenous matrices
Community Projects (1)
Team Project (1)
News
Tutorials (160)
XNA 4.0 using C# (89)
2D Series: Shooters (22)
Starting a project
Drawing fullscreen images
Positioning images
SpriteBatch.Draw()
Rotation
Keyboard input
Writing text
Angle to Direction
Direction to Angle
Smoke trail
Manual texture creation
Random terrain
Texture to Colors
Coll Detection Overview
Coll Detection Matrices
Putting CD into practice
Particles
Additive alpha blending
Particle engine
Adding craters
Sound in XNA
Resolution independency
3D Series 1: Terrain (13)
Starting a project
The effect file
The first triangle
World space
Rotation - translation
Indices
Terrain basics
Terrain from file
Keyboard
Adding colors
Lighting basics
Terrain lighting
VertexBuffer & IndexBuffer
3D Series 2: Flightsim (14)
Starting point
Textures
Loading the floorplan
Creating the 3D city
Loading a Model
Ambient and diffuse
Quaternion camera
Flight kinematics
Collision detection
Adding targets
Point sprites
Alpha blending
Skybox
Camera delay
3D Series 3: HLSL (18)
Starting point
HLSL introduction
Vertex format
Vertex shader
Pixel shader
Per-pixel colors
Textured triangle
Triangle strip
World transform
World normals
Per-pixel lighting
Shadow map
Render to texture
Projective texturing
Real shadow
Shaping the light
Preshaders
3D Series 4: Adv. terrain (19)
Starting code
Mouse camera
Textured terrain
Multitexturing
Adding detail
Skydome
The water technique
Refraction map
Reflection map
Perfect mirror
Ripples
The Fresnel term
Moving water
Specular highlights
Billboarding
Region growing
Billboarding renderstates
Perlin noise
Gradient skybox
Short Tuts (3)
Run XNA on older pcs
MessageBox in XNA
Normal generation
DirectX using C# (54)
Series 1:Terrain (14)
Opening a window
Linking to the Device
Drawing a triangle
Camera
Rotation - Translation
Indices
Terrain creation
Terrain from file
DirectInput
Importing bmp files
Colored vertices
DirectX Light basics
Mesh creation
Mesh lighting
Series 2: Flightsim (19)
Starting code
Textures
The floorplan
Creating the 3D City
Meshloading from file
Ambient light
Action
Flight kinematics
Collision detection
Skybox
Texture filtering
Adding targets
Point sprites
Alpha blending
DirectSound
Sounds in 3D
Playing MP3 files
Displaying text
Going fullscreen
Series 3: HLSL (19)
Starting point
HLSL Introduction
Vertex Shader
Shaded triangle
Pixel Shader
Textured Triangle
Triangle Strip
World transform
Adding normals
The first light
Shadow mapping
Render To Texture
Projective texturing
The first shadow
Shaping the light
Preshaders
Multiple lights
Adjusting Z values
Finishing touch
Short Tuts (2)
Resizing problem
Checking Device caps
DirectX using C++ (15)
Series 1: Terrain (15)
Opening a window
Ending the game loop
Linking to the Device
Clearing your window
Drawing a triangle
Culling
Camera
Rotation - Translation
Indices
Terrain creation
Terrain from file
DirectInput
Importing .bmp files
Adding colors
DirectX Light basics
DirectX using VB (2)
Series 1: Intro (2)
The first triangle
Rotation - translation
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