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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!




DirectX Tutorial 9 - DirectInput

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Click here to go to the forum on this chapter!

Or click on one of the topics on this chapter to go there:
  • Getting 3D Mouse input
          Hello, I am trying to get information from a 3D mo...
  • Rotation on MouseMove event
           Hi, How to do rotation on MouseMove event?...
  • Rotations with input
          I wish to create a matrix that gets the degrees of...
  • Better way for input
          Hey Riemers, I was going through this tutorial ...
  • Mouse Input
          Hello, I want to use a mouse in C# (DirectX not...
  • how to rotate camera?
          hey, my circumstances require the camera to rot...
  • No input when window is not focussed
          Hi there. I have a small problem with DirectInput,...
  • DirectInput
          I have just started to include Keyboard input usin...



     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);
                 }
             }
         }
     }
     


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    Microsoft MVP Award



    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
    -- Tree view --


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