Export (0) Print
Expand All

Device.Transform Property

Gets a matrix that describes a transformation state.

Namespace: Microsoft.WindowsMobile.DirectX.Direct3D
Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)

public Transforms Transform { get; }
/** @property */
public Transforms get_Transform ()

public function get Transform () : Transforms

Not applicable.

Property Value

A Transforms structure that describes the returned transformation state.

Exception typeCondition

InvalidCallException

The method call is invalid. For example, a parameter might contain an invalid value.

The following code demonstrates how to use the Transform property.

// This code example is from the Direct3D Mobile Matrices Sample
// in the .NET Compact Framework Samples in the SDK.
private void SetupMatrices()
{
    // For the world matrix, rotate the object about the y-axis.

    // Set up the rotation matrix to generate one full rotation (2*PI radians)
    // every 1000 ms. To avoid the loss of precision inherent in very high
    // floating-point numbers, the system time is modulated by the rotation
    // period before conversion to a radian angle.
    int iTime = Environment.TickCount % 1000;
    float fAngle = iTime * (2.0f * (float)Math.PI) / 1000.0f;
    device.Transform.World = Matrix.RotationY(fAngle);
    // Set up the view matrix. A view matrix can be defined given an eye point,
    // a point to look at, and a direction indicating which way is up. Here, you set
    // the eye five units back along the z-axis and up three units, look at the
    // origin, and define "up" to be in the y-direction.
    device.Transform.View = Matrix.LookAtLH(new Vector3(0.0f, 3.0f, -5.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));
    // For the projection matrix, set up a perspective transform (which
    // transforms geometry from 3-D view space to 2-D viewport space, with
    // a perspective divide making objects smaller in the distance). To build
    // a perspective transform, you need the field of view (1/4 PI is common),
    // the aspect ratio, and the near and far clipping planes (which define
    // the distances at which geometry should no longer be rendered).
    device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, 1.0f, 1.0f, 100.0f);
}

Windows CE, Windows Mobile for Pocket PC, Windows Mobile for Smartphone

The Microsoft .NET Framework 3.0 is supported on Windows Vista, Microsoft Windows XP SP2, and Windows Server 2003 SP1.

.NET Compact Framework

Supported in: 2.0

Community Additions

ADD
Show:
© 2014 Microsoft