I can translate my 2d image to 0, 0 using the below code.
D3DXMATRIX worldMatrix, viewMatrix, orthoMatrix, rotation, movement;
// Get the world, view, and ortho matrices from the camera.
m_camera.GetViewMatrix(viewMatrix);
m_camera.GetWorldMatrix(worldMatrix);
m_camera.GetOrthoMatrix(orthoMatrix);
// Move the texture to the new position
D3DXMatrixTranslation(&movement, ((m_VerticeProperties->screenWidth / 2) * -1) + m_posX,
(m_VerticeProperties->screenHeight / 2) - m_posY, 0.0f);
worldMatrix = movement;
//float m_rotationZ = -90 * 0.0174532925f;
//D3DXMatrixRotationYawPitchRoll(&rotation, 0, 0, m_rotationZ);
//worldMatrix = rotation;
// Give the bitmap class what it needs to make source rect
m_bitmap->SetVerticeProperties(m_VerticeProperties->screenWidth, m_VerticeProperties->screenHeight,
m_VerticeProperties->frameWidth, m_VerticeProperties->frameHeight, m_VerticeProperties->U, m_VerticeProperties->V);
//Render the model (the vertices)
m_bitmap->Render(m_d3dManager.GetDeviceContext(), flipped);
//Render the shader
m_shader->Render(m_d3dManager.GetDeviceContext(), m_bitmap->GetIndexCount(), worldMatrix, viewMatrix,
orthoMatrix, m_bitmap->GetTexture(), m_textureTranslationU, m_VerticeProperties->translationPercentageV);
The result:
I can also rotate the image with this code:
D3DXMATRIX worldMatrix, viewMatrix, orthoMatrix, rotation, movement;
// Get the world, view, and ortho matrices from the camera.
m_camera.GetViewMatrix(viewMatrix);
m_camera.GetWorldMatrix(worldMatrix);
m_camera.GetOrthoMatrix(orthoMatrix);
//// Move the texture to the new position
//D3DXMatrixTranslation(&movement, ((m_VerticeProperties->screenWidth / 2) * -1) + m_posX,
// (m_VerticeProperties->screenHeight / 2) - m_posY, 0.0f);
//worldMatrix = movement;
float m_rotationZ = 90 * 0.0174532925f;
D3DXMatrixRotationYawPitchRoll(&rotation, 0, 0, m_rotationZ);
worldMatrix = rotation;
// Give the bitmap class what it needs to make source rect
m_bitmap->SetVerticeProperties(m_VerticeProperties->screenWidth, m_VerticeProperties->screenHeight,
m_VerticeProperties->frameWidth, m_VerticeProperties->frameHeight, m_VerticeProperties->U, m_VerticeProperties->V);
//Render the model (the vertices)
m_bitmap->Render(m_d3dManager.GetDeviceContext(), flipped);
//Render the shader
m_shader->Render(m_d3dManager.GetDeviceContext(), m_bitmap->GetIndexCount(), worldMatrix, viewMatrix,
orthoMatrix, m_bitmap->GetTexture(), m_textureTranslationU, m_VerticeProperties->translationPercentageV);
The result:
I thought multiplying the translation and rotation matrices and setting them = to the world matrix would allow me to see both effects at once.
D3DXMatrixTranslation(&movement, ((m_VerticeProperties->screenWidth / 2) * -1) + m_posX,
(m_VerticeProperties->screenHeight / 2) - m_posY, 0.0f);
float m_rotationZ = 90 * 0.0174532925f;
D3DXMatrixRotationYawPitchRoll(&rotation, 0, 0, m_rotationZ);
worldMatrix = rotation * movement;
It doesn't. The image no longer appears on the screen.
Can anyone tell me what im doing wrong? Thanks.
just do world * -translate * rotation * translate it will make you rotate local here my code for example
void Ojbect::RotZ(float angle, Vec3 origin)
{
Mat4 w, rz, t;
rz.RotZ(angle);
t.Translation(-origin.x, -origin.y, 0);
w = t * rz * -1 * t;
Vec4 newPos;
for (int i = 0; i < countV; i++)
{
Vec3 pos(vertex[i].x, vertex[i].y, 1);
newPos.Transform(pos, w);
vertex[i].x = newPos.x;
vertex[i].y = newPos.y;
}
UpdateVertex(countV);
}
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