Example #1
0
void CModel::UpdateMatrices()
{
	// Rotation
	D3DXMATRIX translation;
	D3DXMATRIX scale;
	D3DXMATRIX matrixRotationX;
	D3DXMATRIX matrixRotationY;
	D3DXMATRIX matrixRotationZ;

	// Calculate the rotation of the model.
	float rotX = (GetRotationX() * PrioEngine::kPi) / 180.0f;
	float rotY = (GetRotationY() * PrioEngine::kPi) / 180.0f;
	float rotZ = (GetRotationZ() * PrioEngine::kPi) / 180.0f;

	D3DXMatrixRotationX(&matrixRotationX, rotX);
	D3DXMatrixRotationY(&matrixRotationY, rotY);
	D3DXMatrixRotationZ(&matrixRotationZ, rotZ);

	// Calculate scaling.
	D3DXMatrixScaling(&scale, GetScaleX(), GetScaleY(), GetScaleZ());

	// Calculate the translation of the model.
	D3DXMatrixTranslation(&translation, GetPosX(), GetPosY(), GetPosZ());

	// Calculate the world matrix
	mWorldMatrix = scale * matrixRotationX * matrixRotationY * matrixRotationZ * translation;
}
Example #2
0
// Makes the track go backward to give the impression of movement
void RaceTrack::MovementOfTrack()
{
	SetRotationZ(GetRotationZ() + 5.0f * gTimer->GetDeltaTime());
	SetPosition(GetPosition().x, GetPosition().y, GetPosition().z - 2000.0f * gTimer->GetDeltaTime());
}