void RsCamera::Update() { // Setup the translation part MtMatrix4 m4Translation; m4Translation.SetTranslation( -m_v3Position ); // Calculate the view transform m_m4View = m4Translation * m_m3Orientation; // Calculate the world to screen transform m_m4ViewProjection = m_m4View * m_m4Projection; MtMatrix4 matTexAdj; if( ApConfig::GetPlatform() == ApPlatform_DX11 ) { matTexAdj = MtMatrix4( 0.5f, 0.0f, 0.0f, 0, 0.0f, -0.5f, 0.0f, 0, 0.0f, 0.0f, 0.5f, 0, 0.5f, 0.5f, 0.5f, 1.0f ); m_m4ViewProjectionTexture = m_m4ViewProjection * matTexAdj; } else { matTexAdj = MtMatrix4( 0.5f, 0.0f, 0.0f, 0, 0.0f, 0.5f, 0.0f, 0, 0.0f, 0.0f, 0.5f, 0, 0.5f, 0.5f, 0.5f, 1.0f); m_m4ViewProjectionTexture = m_m4ViewProjection * matTexAdj; } // Update the frustum m_frustum.Set( m_m4ViewProjection ); }
void SbWaxGraph::Update() { MtMatrix4 m4Transform = MtMatrix4( ExWAX9::GetTransform() ); if( UiKeyboard::pInstance()->IsHeld( UiKeyCode_Z ) ) { MtMatrix4 m4Temp; m4Temp.SetRotationY( MtDegreesToRadians( 1.0f ) ); m4Rotate = m4Temp * m4Rotate; } if( UiKeyboard::pInstance()->IsHeld( UiKeyCode_X ) ) { MtMatrix4 m4Temp; m4Temp.SetRotationY(MtDegreesToRadians(-1.0f)); m4Rotate = m4Temp * m4Rotate; } m4Transform = m4Rotate * m4Transform; m_pWaxModel->SetLocalTransform( m4Transform ); m_pWaxModel->Update(); }