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Microsoft DirectX 9.0 |
Multiplies a device's world, view, or projection matrices by a specified matrix.
Syntax
HRESULT MultiplyTransform(
D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix );
Parameters
- State
- [in] Member of the D3DTRANSFORMSTATETYPE enumerated type, or the D3DTS_WORLDMATRIX macro that identifies which device matrix is to be modified. The most common setting, D3DTS_WORLDMATRIX(0), modifies the world matrix, but you can specify that the method modify the view or projection matrices, if needed.
- pMatrix
- [in] Pointer to a D3DMATRIX structure that modifies the current transformation.
Return Value
If the method succeeds, the return value is D3D_OK.
D3DERR_INVALIDCALL if one of the arguments is invalid.
Remarks
The multiplication order is pMatrix times State.
An application might use the IDirect3DDevice9::MultiplyTransform method to work with hierarchies of transformations. For example, the geometry and transformations describing an arm might be arranged in the following hierarchy.
shoulder_transformation upper_arm geometry elbow transformation lower_arm geometry wrist transformation hand geometryAn application might use the following series of calls to render this hierarchy. Not all the parameters are shown in this pseudocode.
IDirect3DDevice9::SetTransform(D3DTS_WORLDMATRIX(0), shoulder_transform) IDirect3DDevice9::DrawPrimitive(upper_arm) IDirect3DDevice9::MultiplyTransform(D3DTS_WORLDMATRIX(0), elbow_transform) IDirect3DDevice9::DrawPrimitive(lower_arm) IDirect3DDevice9::MultiplyTransform(D3DTS_WORLDMATRIX(0), wrist_transform) IDirect3DDevice9::DrawPrimitive(hand)
See Also
IDirect3DDevice9::DrawPrimitive, IDirect3DDevice9::SetTransform, D3DTS_WORLD, D3DTS_WORLDn, D3DTS_WORLDMATRIX