Your code was giving me some issues at first due to the way I was drawing sprites originally I was drawing from the center, which was throwing the origin off a little.
Having updated the code, it works beautifully, save that the boxes are sometimes a pixel or two too small due to rounding errors. Nice catch! Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Podcast Explaining the semiconductor shortage, and how it might end. Does ES6 make JavaScript frameworks obsolete? Featured on Meta. Now live: A fully responsive profile.
Related Hot Network Questions. If, instead, I wanted to move the object units to the right, then rotate it about the world origin 0,0,0 to get a sort of orbiting effect instead of spinning as is done in the first example , I'd use.
You could also spin the object on its on axis, move it units along the world X axis, the orbit it about the world origin by:. Note that the order in which the operations effect your service vertices is left - to - right. Stack Overflow for Teams — Collaborate and share knowledge with a private group.
Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. Asked 9 years, 9 months ago. Active 9 years, 9 months ago. Viewed 5k times. CreateTranslation 0, -carriage. Identity; Why does this work if the order is left to right? Improve this question.
Alxander Alxander 2 2 silver badges 9 9 bronze badges. I think this is a gamedev. Any instance members are not guaranteed to be thread safe. Framework Namespace. Skip to main content. This browser is no longer supported. Download Microsoft Edge More info. Contents Exit focus mode. Down Gets and sets the down vector of the Matrix. Forward Gets and sets the forward vector of the Matrix.
Identity Returns an instance of the identity matrix. Left Gets and sets the left vector of the Matrix. Right Gets and sets the right vector of the Matrix. Translation Gets and sets the translation vector of the Matrix. Up Gets and sets the up vector of the Matrix. CreatePerspective Single, Single, Single, Single Builds a perspective projection matrix and returns the result by value.
CreateRotationX Single Returns a matrix that can be used to rotate a set of vertices around the x-axis. CreateRotationY Single Returns a matrix that can be used to rotate a set of vertices around the y-axis.
CreateRotationZ Single Returns a matrix that can be used to rotate a set of vertices around the z-axis. CreateScale Single Creates a scaling Matrix. CreateScale Vector3 Creates a scaling Matrix. CreateShadow Vector3, Plane Creates a Matrix that flattens geometry into a specified Plane as if casting a shadow from a specified light source.
CreateTranslation Vector3 Creates a translation Matrix. Determinant Calculates the determinant of the matrix. Divide Matrix, Matrix Divides the components of a matrix by the corresponding components of another matrix. Divide Matrix, Single Divides the components of a matrix by a scalar. Equals Object Returns a value that indicates whether the current instance is equal to a specified object. Overrides ValueType. It provides lots of useful constants like PiOver4, PiOver2 and useful functionality like clamp.
PI radians is degrees. Often it is easier to think in terms of degrees rather than radians. To convert between the two you can use the following MathHelper functions.
ToDegree radians MathHelper. ToRadians degrees. There are three matrix used by XNA to transform your 3D models into the final 2D image you see on the screen. You create your 3D model in Object Space. You apply a world matrix to transform from object space into world space. To take the camera into account you apply a view matrix to transform from world space into view space and finally you apply a projection matrix to transform from view space into screen space.
The world matrix needs to be calculated to position every entity you render The view matrix is calculated each time the camera changes position or orientation The projection matrix is normally calculated just once at the start of your game. The steps the geometry goes through are: You initially define your 3D object in an editor like 3DS max, Maya etc. You normally set 0,0,0 as the centre of your object with vertex positions defined relative to the centre.
These positions are defined in Model Space We want to position, rotate and scale our 3D model into our game world. In order to do this we must provide a matrix that XNA can use to convert the vertex positions from model space into this new space, known as World Space.
This matrix is called the World Matrix We need the world to be transformed so it appears as if it is being viewed from a certain position in our world. This position is the location of the eye or camera. This matrix is known as the Projection Matrix. You need to calculate this before rendering every entity in your world.
You normally calculate and set this just once during initialisation. Coordinate Systems Different graphic libraries vary in the axis system they use. Identity; This creates a variable of type Matrix, calls it worldMatrix and sets it to the identity matrix. World Matrix Your world matrix is used to transform from model space into world space. There are a number of helper functions that you can use to create this matrix: Matrix. CreateTranslation translationVector ; This function takes a Vector3 with the x, y and z position of the object in the world.
CreateTranslation new Vector3 10,0,50 ; After this call the matrix is filled with the values required to carry out this transform. CreateRotationZ angle These three functions allow you to set up your matrix to rotate the object around one of the axis.
0コメント