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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