XNA4Primitives3DOrientation CreateFromYawPitchRoll – rotations in local coordinate system CreateRotationX/Y/Z multiplication – rotations in world coordinate system
Matrix R1, R2, Rx, Ry, Rz; Ry = Matrix.CreateRotationY(MathHelper.ToRadians(60.0)); Rx = Matrix.CreateRotationX(MathHelper.ToRadians(30.0)); Rz = Matrix.CreateRotationZ(MathHelper.ToRadians(45.0)); R1 = Ry * Rx * Rz; R2 = Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(60.0), MathHelper.ToRadians(30.0), MathHelper.ToRadians(45)); R1 != R2 9169834143.zip
XNA4Primitives3DTransformation – Draw multiple primitives (using transformation matrix) 3453321048.zip
XNA4BoxTransformation – Draw 2 Colored Cubes (using Transformation Matrix) 5990633197.zip
HW2 (Due by 4/05) 3859714372.doc
lecture5-Transformation & Orientation (updated slide#17) 3159941592.pdf
Term Project Proposal Presentation – 2013/03/29
HW1 (Due by 3/29) 3180217311.doc void setCircle(float radius, int step) { float x, y, theta; theta = (float) (2*M_PI/step); for (int i=0; i<step; i++) { x = radius * cos(theta * i); y = radius * sin(theta * i); } }
XNA4 DrawGeometryPrimitives2D (Line, Triangle, Quad, Pentagon, Hexagon, Octagon) 4093533285.zip
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