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ID3DXMesh* meshBase = NULL;
///////////////////////
D3DXCreateBox(g_pd3dDevice,20.0f,20.0f,30.0f, &meshBase, NULL);
/////////////////////////////////////////////
VOID SetupMatricesObject()
{
D3DXMATRIXA16 matWorld;
D3DXMATRIXA16 matScale;
D3DXMATRIXA16 matRotation;
D3DXMATRIXA16 matTranslation;
D3DXMatrixIdentity (&matWorld);
UINT iTime = timeGetTime() % 3000;
FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 3000.0f;
D3DXMatrixScaling( &matScale, 0.02f, 0.02f, 0.02f );
D3DXMatrixTranslation(&matTranslation, 60.0f, 110.0f, 0.0f);
D3DXMatrixMultiply (&matWorld, &matTranslation, &matScale);
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matRotation );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
///////////////
if( meshBase != NULL )
meshBase->Release();
////////////////
SetupMatricesBase();
meshBase->DrawSubset(0);
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