Esempio n. 1
0
        private void UpdateLightDir()
        {
            XMMatrix mInvView = m_mView.Inverse();

            mInvView.M41 = 0;
            mInvView.M42 = 0;
            mInvView.M43 = 0;

            XMMatrix mLastRotInv = m_mRotSnapshot.Inverse();

            XMMatrix mRot = m_ArcBall.GetRotationMatrix();

            m_mRotSnapshot = mRot;

            // Accumulate the delta of the arcball's rotation in view space.
            // Note that per-frame delta rotations could be problematic over long periods of time.
            m_mRot *= m_mView * mLastRotInv * mRot * mInvView;

            // Since we're accumulating delta rotations, we need to orthonormalize
            // the matrix to prevent eventual matrix skew
            XMVector pXBasis = XMVector.FromFloat(m_mRot.M11, m_mRot.M12, m_mRot.M13, 0);
            XMVector pYBasis = XMVector.FromFloat(m_mRot.M21, m_mRot.M22, m_mRot.M23, 0);
            XMVector pZBasis = XMVector.FromFloat(m_mRot.M31, m_mRot.M32, m_mRot.M33, 0);

            pXBasis   = XMVector3.Normalize(pXBasis);
            pYBasis   = XMVector3.Cross(pZBasis, pXBasis);
            pYBasis   = XMVector3.Normalize(pYBasis);
            pZBasis   = XMVector3.Cross(pXBasis, pYBasis);
            pXBasis.W = m_mRot.M14;
            pYBasis.W = m_mRot.M24;
            pZBasis.W = m_mRot.M34;
            XMVector pWBasis = XMVector.FromFloat(m_mRot.M41, m_mRot.M42, m_mRot.M43, m_mRot.M44);

            m_mRot = new XMMatrix(pXBasis, pYBasis, pZBasis, pWBasis);

            // Transform the default direction vector by the light's rotation matrix
            m_vCurrentDir = XMVector3.TransformNormal(m_vDefaultDir, m_mRot);
        }