次の方法で共有


Device.Transform プロパティ

[このドキュメントはプレビュー版であり、後のリリースで変更されることがあります。 空白のトピックは、プレースホルダーとして挿入されています。]

変換状態を記述する行列を取得します。

名前空間:  Microsoft.WindowsMobile.DirectX.Direct3D
アセンブリ:  Microsoft.WindowsMobile.DirectX (Microsoft.WindowsMobile.DirectX.dll 内)

構文

'宣言
Public ReadOnly Property Transform As Transforms
    Get
'使用
Dim instance As Device
Dim value As Transforms

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

プロパティ値

型 : Microsoft.WindowsMobile.DirectX.Direct3D.Transforms
返される変換状態を記述する Transforms 構造体。

例外

例外 条件
InvalidCallException

メソッドの呼び出しが無効です。たとえば、パラメーターに無効な値が含まれている場合などです。

Transform プロパティを使用する方法を次のコード例に示します。

' 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 セキュリティ

プラットフォーム

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

.NET Framework および .NET Compact Framework では、各プラットフォームのすべてのバージョンはサポートしていません。 サポートされているバージョンについては、「.NET フレームワークのシステム要件」を参照してください。

バージョン情報

.NET Compact Framework

サポート対象 : 3.5、2.0

参照

参照

Device クラス

Device メンバー

Microsoft.WindowsMobile.DirectX.Direct3D 名前空間