Device.Transform Property
[This documentation is for preview only, and is subject to change in later releases. Blank topics are included as placeholders.]
Gets a matrix that describes a transformation state.
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
Property Value
Type: Microsoft.WindowsMobile.DirectX.Direct3D.Transforms
A Transforms structure that describes the returned transformation state.
Exceptions
Exception | Condition |
---|---|
InvalidCallException | The method call is invalid. For example, a parameter might contain an invalid value. |
Examples
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 Sub 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 As Integer = Environment.TickCount Mod 1000
Dim fAngle As Single = 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)
End Sub
// 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);
}
.NET Framework Security
- Full trust for the immediate caller. This member cannot be used by partially trusted code. For more information, see Using Libraries from Partially Trusted Code.
Platforms
Windows CE, Windows Mobile for Smartphone, Windows Mobile for Pocket PC
The .NET Framework and .NET Compact Framework do not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.
Version Information
.NET Compact Framework
Supported in: 3.5, 2.0