add transformation
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@@ -28,6 +28,21 @@ UINT Mesh::init(IDirect3DDevice9* pD3DDevice)
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void Mesh::update(FLOAT dt)
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{
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static FLOAT x = 0.0f;
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static FLOAT y = 0.0f;
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static FLOAT z = 0.0f;
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static FLOAT pitch = 0.0f;
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static FLOAT yaw = 0.0f;
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static FLOAT roll = 0.0f;
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static FLOAT scale = 1.0f;
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yaw += 0.01f;
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XMMATRIX translationMatrix = XMMatrixTranslation(x, y, z);
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XMMATRIX rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
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XMMATRIX scaleMatrix = XMMatrixScaling(scale, scale, scale);
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XMStoreFloat4x4(reinterpret_cast<XMFLOAT4X4*>(&_worldMatrix), scaleMatrix * rotationMatrix * translationMatrix);
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}
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void Mesh::render(IDirect3DDevice9* pD3DDevice)
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@@ -32,6 +32,7 @@ int WINAPI WinMain(
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error = d3d.init(window.getWindowHandle(), width, height, isFullscreen);
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CheckError(error);
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// set render states
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d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
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// 3. create a mesh
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