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Rotate your terrain using the keyboard |
Using DirectX, it is very easy to read your keyboard. Simply add a reference to Microsoft.DirectX.DirectInput by selecting Project -> Add Reference. Next, add the following line to your using block:
using Microsoft.DirectX.DirectInput;
However, the keyboard is also called the Device. So, everywhere you used Device to point to your graphical adapter, you should replace it with Microsoft.DirectX.Direct3D.Device, 2 times in your whole code. Also, the DeviceType should be replaced by Microsoft.DirectX.Direct3D.DeviceType. Try running your application now, it should give the same result without any errors. Now you can make a connection to your keyboard the same way you connected to your graphical adapter. First you should create a new variable in your class :
private Microsoft.DirectX.DirectInput.Device keyb;
Then, create a method InitializeKeyboard :
public void InitializeKeyboard() { keyb = new Microsoft.DirectX.DirectInput.Device(SystemGuid.Keyboard); keyb.SetCooperativeLevel(this, CooperativeLevelFlags.Background | CooperativeLevelFlags.NonExclusive); keyb.Acquire(); }
The first line allocates the system's default keyboard to your variable keyb. Then you set some flags that adds default keyboard behavior to keyb. For example, if your window loses focus, your keyboard won't be attached to it any longer. Don't forget to acquire your keyboard and to call this method from your Main method:
our_directx_form.InitializeKeyboard();
Next we create a method to read your keyboard:
private void ReadKeyboard() { KeyboardState keys = keyb.GetCurrentKeyboardState(); if (keys[Key.Delete]) { angle+=0.03f; } if (keys[Key.Next]) { angle-=0.03f; } }
Here you put the keyboard state in a variable 'keys'. With this you can easily read out the currently pressed keys! Call the ReadKeyboard method at the end of your OnPaint method, hereby replacing our old 'angle += 0.05f;' line ! Now the rotation itself: add a rotation after your translation :
device.Transform.World = Matrix.Translation(-HEIGHT/2, -WIDTH/2, 0)*Matrix.RotationZ(angle);
Et voila! When you run the code, you'll see the terrain rotating as you press the Delete and PageDown buttons!

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The final code for our rotating terrain: using System; using System.Drawing; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; using Microsoft.DirectX; using Microsoft.DirectX.Direct3D; using System.IO; using Microsoft.DirectX.DirectInput;
namespace DirectX_Tutorial { public class WinForm : System.Windows.Forms.Form { private int WIDTH = 64; private int HEIGHT = 64;
private Microsoft.DirectX.Direct3D.Device device;
private System.ComponentModel.Container components = null; private float angle = 0f; private CustomVertex.PositionColored[] vertices; private int[,] heightData; private int[] indices; private IndexBuffer ib; private VertexBuffer vb;
private Microsoft.DirectX.DirectInput.Device keyb;
public WinForm() { InitializeComponent(); this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true); } public void InitializeDevice() { PresentParameters presentParams = new PresentParameters(); presentParams.Windowed = true; presentParams.SwapEffect = SwapEffect.Discard;
device = new Microsoft.DirectX.Direct3D.Device(0, Microsoft.DirectX.Direct3D.DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams);
device.RenderState.FillMode = FillMode.WireFrame; device.RenderState.CullMode = Cull.None; }
public void InitializeKeyboard() { keyb = new Microsoft.DirectX.DirectInput.Device(SystemGuid.Keyboard); keyb.SetCooperativeLevel(this, CooperativeLevelFlags.Background | CooperativeLevelFlags.NonExclusive); keyb.Acquire(); }
private void CameraPositioning() { device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI/4, this.Width/this.Height, 1f, 150f); device.Transform.View = Matrix.LookAtLH(new Vector3(0,-40,50), new Vector3(0,-5,0), new Vector3(0,1,0)); device.RenderState.Lighting = false; device.RenderState.CullMode = Cull.None; } private void VertexDeclaration() { vb = new VertexBuffer(typeof(CustomVertex.PositionColored), WIDTH*HEIGHT, device, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionColored.Format, Pool.Default); vertices = new CustomVertex.PositionColored[WIDTH*HEIGHT];
for (int x=0;x<
WIDTH;x++) {
for (int y=0; y<
HEIGHT;y++) { vertices[x+y*WIDTH].Position = new Vector3(x, y, heightData[x,y]); vertices[x+y*WIDTH].Color = Color.White.ToArgb(); } }
vb.SetData(vertices, 0 ,LockFlags.None); }
private void IndicesDeclaration() { ib = new IndexBuffer(typeof(int), (WIDTH-1)*(HEIGHT-1)*6, device, Usage.WriteOnly, Pool.Default); indices = new int[(WIDTH-1)*(HEIGHT-1)*6];
for (int x=0;x<
WIDTH-1;x++) {
for (int y=0; y<
HEIGHT-1;y++) { indices[(x+y*(WIDTH-1))*6] = (x+1)+(y+1)*WIDTH; indices[(x+y*(WIDTH-1))*6+1] = (x+1)+y*WIDTH; indices[(x+y*(WIDTH-1))*6+2] = x+y*WIDTH;
indices[(x+y*(WIDTH-1))*6+3] = (x+1)+(y+1)*WIDTH; indices[(x+y*(WIDTH-1))*6+4] = x+y*WIDTH; indices[(x+y*(WIDTH-1))*6+5] = x+(y+1)*WIDTH; } } ib.SetData(indices, 0, LockFlags.None); }
protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { device.Clear(ClearFlags.Target, Color.Black , 1.0f, 0);
device.BeginScene(); device.VertexFormat = CustomVertex.PositionColored.Format; device.SetStreamSource(0, vb, 0); device.Indices = ib;
device.Transform.World = Matrix.Translation(-HEIGHT/2, -WIDTH/2, 0)*Matrix.RotationZ(angle) ;
device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, WIDTH*HEIGHT, 0, indices.Length/3); device.EndScene(); device.Present(); this.Invalidate();
ReadKeyboard();
angle+=0.05f;
} private void ReadKeyboard() { KeyboardState keys = keyb.GetCurrentKeyboardState(); if (keys[Key.Delete]) { angle+=0.03f; } if (keys[Key.Next]) { angle-=0.03f; } }
private void LoadHeightData() { heightData = new int[WIDTH,HEIGHT]; FileStream fs = new FileStream("heightdata.raw",FileMode.Open, FileAccess.Read); BinaryReader r = new BinaryReader(fs);
for (int i = 0;i<
HEIGHT;i++) {
for (int y=0; y<
WIDTH; y++) { int height =(int)(r.ReadByte()/50); heightData[WIDTH-1-y,HEIGHT-1-i] = height; } } r.Close(); }
protected override void Dispose (bool disposing) { if (disposing) { if (components != null) { components.Dispose(); } } base.Dispose(disposing); }
private void InitializeComponent() { this.components = new System.ComponentModel.Container(); this.Size = new System.Drawing.Size(500,500); this.Text = "DirectX Tutorial"; }
static void Main() { using (WinForm our_directx_form = new WinForm()) { our_directx_form.LoadHeightData(); our_directx_form.InitializeDevice(); our_directx_form.CameraPositioning(); our_directx_form.VertexDeclaration(); our_directx_form.IndicesDeclaration();
our_directx_form.InitializeKeyboard();
our_directx_form.Show(); Application.Run(our_directx_form); } } } }
- Website design & XNA + DirectX code : Riemer Grootjans - ©2003 - 2008 Riemer Grootjans
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