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Device.Transform-Eigenschaft

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Ruft eine Matrix, die einen Transformationszustand beschreibt ab.

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

Syntax

'Declaration
Public ReadOnly Property Transform As Transforms
    Get
'Usage
Dim instance As Device
Dim value As Transforms

value = instance.Transform
public Transforms Transform { get; }
public:
property Transforms^ Transform {
    Transforms^ get ();
}
member Transform : Transforms

Eigenschaftswert

Typ: Microsoft.WindowsMobile.DirectX.Direct3D.Transforms
Eine Transforms-Struktur, die zurückgegebenen Transformationszustand beschreibt.

Ausnahmen

Ausnahme Bedingung
InvalidCallException

Der Methodenaufruf ist ungültig.Beispielsweise kann ein Parameter einen ungültigen Wert enthalten.

Beispiele

Der folgende Code veranschaulicht, wie die Transform-Eigenschaft verwenden.

' This code example is from the Direct3D Mobile Matrices Sample' in the .NET Compact Framework Samples in the SDK.PrivateSub 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.Dim iTime AsInteger = Environment.TickCount Mod 1000
    Dim fAngle AsSingle = iTime * (2.0F * System.Convert.ToSingle(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 lookat, 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(System.Convert.ToSingle(Math.PI) / 4, 1.0F, 1.0F, 100.0F)
EndSub
// This code example is from the Direct3D Mobile Matrices Sample// in the .NET Compact Framework Samples in the SDK.privatevoid 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);
}

.NET Framework-Sicherheit

Plattformen

Windows CE, Windows Mobile für Smartphone, Windows Mobile für Pocket PC

Die .NET Framework und .NET Compact Framework unterstützen nicht alle Versionen sämtlicher Plattformen. Eine Liste der unterstützten Versionen finden Sie unter Systemanforderungen für .NET framework.

Versionsinformationen

.NET Compact Framework

Unterstützt in: 3.5, 2.0

Siehe auch

Referenz

Device Klasse

Member Device

Microsoft.WindowsMobile.DirectX.Direct3D-Namespace