• Advertisement
Sign in to follow this  

Simple rotation

This topic is 1838 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm attempting to rotate a code-defined model, however it appears to be moving instead of rotating. I've looked all over, even copy/pasting, but to no avail.


Edit- This current code shows me using a custom effect, however, I'm basing all this off my previous edits (that being, using the BasicEffect)!

			m_GraphicsDevice.BlendState = BlendState.Opaque;
			m_GraphicsDevice.DepthStencilState = DepthStencilState.Default;

			m_Effect.Parameters["View"].SetValue( m_Camera.View );
			m_Effect.Parameters["Projection"].SetValue( m_Camera.Projection );
			m_Effect.Parameters["CameraPosition"].SetValue( m_Camera.Position );
			m_Effect.Parameters["Texture1"].SetValue( m_TextureAtlas );
			foreach( EffectPass pass in m_Effect.CurrentTechnique.Passes )
				foreach( Item item in m_World.ItemMap.Values )
					if( item == null || !item.BoundingBox.Intersects( frustum ) )

					Matrix matWorld = Matrix.CreateRotationY( fRROT );
					m_Effect.Parameters["World"].SetValue( matWorld );

					m_GraphicsDevice.SetVertexBuffer( item.m_VertexBuffer );
					m_GraphicsDevice.Indices = item.m_IndexBuffer;

					m_GraphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0,
						item.m_VertexBuffer.VertexCount, 0, item.m_IndexBuffer.IndexCount / 3 );

I've tried using Matrix.CreateFromAxisAngle which did rotate, just not anywhere near the axis I want - even when defining just that axis.

My other attempt was Matrix.CreateRotationY(..) * Matrix.CreateTranslation(..) and still seemed to move.


Further information:

m_VertexBuffer = VertexPositionTexture

m_Effect = BasicEffect

ItemMap only contains 1 value for the time being.

I know Quanternations is better for this since it holds the rotation, but I'd like to avoid that route..

Edited by MarlboroKing

Share this post

Link to post
Share on other sites

Using CreateRotationX, CreateRotationY, & CreateRotationZ all apply rotations around the world or global axes. Meaning it causes your object to rotate only around the world/global axes, not your object's local axes.  Using CreateFromAxisAngle allows you to input whatever rotation axis you want, including the models own local axes.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement