Transforms.View Property (Microsoft.DirectX.Direct3D)

How Do I...?

Retrieves or sets the view transformation matrix.

Definition

Visual Basic Public Property View As Matrix
C# public Matrix View { get; set; }
C++ public:
property Matrix View {
        Matrix get();
        void set(Matrix value);
}
JScript public function get View() : Matrix
public function set View(Matrix);

Property Value

Microsoft.DirectX.Matrix

This property is read/write. 

Remarks

The default view transformation matrix is the identity matrix.

How Do I...?

Set Up a View Matrix

This example demonstrates how to initialize the view transformation matrix, which transforms world coordinates into camera or view space.

In the following C# code example, the vector components of the Vector3 structure form the arguments for the LookAtLH method, which builds a left-handed (LH) look-at matrix. The View transformation matrix is set to be equal to this look-at matrix.

The three input vectors represent the following, respectively:

  1. The eye point: [0, 3, -5].
  2. The camera look-at target: the origin [0, 0, 0].
  3. The current world's up-direction: usually [0, 1, 0].

              [C#]
              
using Microsoft.DirectX.Direct3D;

Device device = null;  // Create rendering device.

// Set up the view matrix. A view matrix can be defined given an eye point,
//   a point to view, and a direction for which way is up. Here, you set 
//   the eye five units back along the z-axis and up three units, view the
//   origin, and define "up" to be in the y-direction.

device.Transform.View = Microsoft.DirectX.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));

See Also

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