Matrix Structure
.NET Framework 3.0
Describes and manipulates a matrix.
Namespace: Microsoft.WindowsMobile.DirectX
Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)
Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)
This structure represents a 4 × 4 matrix of single-precision floating-point numbers. The fields of this structure are named with the row number first, then the column number.
In Microsoft Windows Mobile Direct3D, the M34 element of a projection matrix cannot be a negative number. If an application needs to use a negative value in this location, it should scale the entire projection matrix by –1 instead.
The following example shows how to use a Matrix structure.
// 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); }
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