这篇教程C++ D3DXMatrixMultiply函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中D3DXMatrixMultiply函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DXMatrixMultiply函数的具体用法?C++ D3DXMatrixMultiply怎么用?C++ D3DXMatrixMultiply使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了D3DXMatrixMultiply函数的27个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: D3DXMatrixRotationYvoid CCamera::YRotate ( int iID, float fY ){ // rotate the camera on it's y axis // update internal pointer if ( !this->UpdatePtr ( iID ) ) return; D3DXMatrixLookAtLH ( &m_ptr->matView, &D3DXVECTOR3 ( m_ptr->fX, m_ptr->fY, m_ptr->fZ ), &D3DXVECTOR3 ( 0.0f, 0.0f, 0.0f ), &D3DXVECTOR3 ( 0.0f, 1.0f, 0.0f ) ); D3DXMatrixRotationY ( &m_ptr->matRotateY, fY ); D3DXMatrixMultiply ( &m_ptr->matView, &m_ptr->matView, &m_ptr->matRotateY ); m_pD3D->SetTransform ( D3DTS_VIEW, &m_ptr->matView );}
开发者ID:Fliper12,项目名称:darkbasicpro,代码行数:21,
示例2: D3DXMatrixMultiply//-----------------------------------------------------------------------------// Name:// Desc://-----------------------------------------------------------------------------HRESULT CD3DFrame::Render( LPDIRECT3DDEVICE8 pd3dDevice, BOOL bDrawOpaqueSubsets, BOOL bDrawAlphaSubsets ){ D3DXMATRIX matSavedWorld, matWorld; pd3dDevice->GetTransform( D3DTS_WORLD, &matSavedWorld ); D3DXMatrixMultiply( &matWorld, &m_mat, &matSavedWorld ); pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); if( m_pMesh ) m_pMesh->Render( pd3dDevice, bDrawOpaqueSubsets, bDrawAlphaSubsets ); if( m_pChild ) m_pChild->Render( pd3dDevice, bDrawOpaqueSubsets, bDrawAlphaSubsets ); pd3dDevice->SetTransform( D3DTS_WORLD, &matSavedWorld ); if( m_pNext ) m_pNext->Render( pd3dDevice, bDrawOpaqueSubsets, bDrawAlphaSubsets ); return S_OK;}
开发者ID:ttrask,项目名称:staubliserver,代码行数:25,
示例3: renderchain_set_mvpstatic void renderchain_set_mvp( cg_renderchain_t *chain, void *vertex_program, unsigned vp_width, unsigned vp_height, unsigned rotation){ D3DXMATRIX proj, ortho, rot, tmp; CGprogram vPrg = (CGprogram)vertex_program; if (!chain) return; D3DXMatrixOrthoOffCenterLH(&ortho, 0, vp_width, 0, vp_height, 0, 1); D3DXMatrixIdentity(&rot); D3DXMatrixRotationZ(&rot, rotation * (M_PI / 2.0)); D3DXMatrixMultiply(&proj, &ortho, &rot); D3DXMatrixTranspose(&tmp, &proj); renderchain_set_shader_mvp(chain, &vPrg, &tmp);}
开发者ID:Sotsukun,项目名称:RetroArch,代码行数:21,
示例4: D3DXQuaternionNormalizevoid DisplayObject::MoveMesh(){ //D3DXMATRIX matRotateX; //D3DXMATRIX matRotateY; D3DXMATRIX matRotate; D3DXMATRIX matTrans; D3DXMATRIX matFinal; D3DXQuaternionNormalize(&_m_rotation, &_m_rotation); D3DXMatrixRotationQuaternion(&matRotate, &_m_rotation); //D3DXMatrixRotationX(&matRotateX, rotation.x); //D3DXMatrixRotationY(&matRotateY, rotation.y); //D3DXMatrixRotationZ(&matRotateZ, rotation.z); D3DXMatrixTranslation(&matTrans, _m_pos.x, _m_pos.y, _m_pos.z); D3DXMatrixMultiply(&matFinal, &matRotate, &matTrans); //matFinal = matRotate * matTrans; //matRotate = matRotateZ * matRotateY * matRotateX * matTrans; m_world = matFinal; //DXUTGetD3D9Device()->SetTransform(m_world, &(matRotate));}
开发者ID:wtacquard,项目名称:resource-robbers,代码行数:21,
示例5: D3DXMatrixMultiplyvoid CUtilities::ComputeVQSSkeleton( LPD3DXFRAME pRootFrame, LPD3DXFRAME pParentFrame, std::vector<D3DXVECTOR3>& rSkeletonList ){ //This is going to be recursive if( pRootFrame == NULL ) { return; } if( !pRootFrame->pFrameFirstChild && !pRootFrame->pFrameSibling ) { return; } if( pParentFrame != NULL ) { Extra_Frame* parent = (Extra_Frame*)pParentFrame; Extra_Frame* current = (Extra_Frame*)pRootFrame; D3DXMATRIX mat_parent = pParentFrame->TransformationMatrix; D3DXMatrixMultiply( &pRootFrame->TransformationMatrix, ¤t->m_vqsTransform.toMatrix(), &pParentFrame->TransformationMatrix ); D3DXMATRIX mat_current = pRootFrame->TransformationMatrix; rSkeletonList.push_back( D3DXVECTOR3( mat_parent._41, mat_parent._42, mat_parent._43 ) ); rSkeletonList.push_back( D3DXVECTOR3( mat_current._41, mat_current._42, mat_current._43 ) ); parent->m_vqsTransformToRoot.SetVQS( mat_parent ); current->m_vqsTransformToRoot.SetVQS( mat_current ); } if( pRootFrame->pFrameFirstChild ) { ComputeVQSSkeleton( pRootFrame->pFrameFirstChild, pRootFrame, rSkeletonList ); } if( pRootFrame->pFrameSibling ) { ComputeVQSSkeleton( pRootFrame->pFrameSibling, pParentFrame, rSkeletonList ); }}
开发者ID:aadarshasubedi,项目名称:GuruCreator,代码行数:40,
|