D3DXPlaneTransformArray
Microsoft DirectX 9.0 SDK Update (October 2004)

D3DXPlaneTransformArray Function


Transforms an array of planes by a matrix. The vectors that describe each plane must be normalized.

Syntax

D3DXPLANE *WINAPI D3DXPlaneTransformArray(      

    D3DXPLANE *pOut,     UINT OutStride,     CONST D3DXPLANE* pP,     UINT PStride,     CONST D3DXMATRIX* pM,     UINT n );

Parameters

pOut
[in, out] Pointer to the D3DXPLANE structure that contains the resulting transformed plane. See Example.
OutStride
[out] The stride of each transformed plane.
pP
[in] Pointer to the input D3DXPLANE structure, which contains the array of planes to transform. The vector (a,b,c) that describes the plane must be normalized before this function is called. See Example.
PStride
[in] The stride of each non-transformed plane.
pM
[in] Pointer to the source D3DXMATRIX structure, which contains the inverse transpose of the transformation values.
n
[in] The number of planes to transform.

Return Value

Pointer to a D3DXPLANE structure, representing the transformed plane. This is the same value returned in the pOut parameter so that this function can be used as a parameter for another function.



Examples

This example transforms one plane by applying a non-uniform scale.

#define ARRAYSIZE 4
D3DXPLANE planeNew[ARRAYSIZE];
D3DXPLANE plane[ARRAYSIZE];

for(int i = 0; i < ARRAYSIZE; i++)
{
	plane = D3DXPLANE( 0.0f, 1.0f, 1.0f, 0.0f );
	D3DXPlaneNormalize( &plane[i], &plane[i] );
}

D3DXMATRIX  matrix;
D3DXMatrixScaling( &matrix, 1.0f, 2.0f, 3.0f ); 
D3DXMatrixInverse( &matrix, NULL, &matrix );
D3DXMatrixTranspose( &matrix, &matrix );
D3DXPlaneTransformArray( &planeNew, sizeof (D3DXPLANE), &plane, 
                         sizeof (D3DXPLANE), &matrix, ARRAYSIZE );

A plane is described by ax + by + cz + dw = 0. The first plane is created with (a,b,c,d) = (0,1,1,0), which is a plane described by y + z = 0. After scaling, the new plane contains (a,b,c,d) = (0, 0.353f, 0.235f, 0), which shows the new plane to be described by 0.353y + 0.235z = 0.

The parameter pM, contains the inverse transpose of the transformation matrix. The inverse transpose is required by this method so that the normal vector of the transformed plane can be correctly transformed as well.

Function Information

Headerd3dx9math.h
Import libraryd3dx9.lib
Minimum operating systems Windows 98

See Also

D3DXPlaneNormalize, D3DXMatrixRotationX, D3DXMatrixRotationY, D3DXMatrixRotationZ, D3DXMatrixInverse, D3DXMatrixTranspose


© 2004 Microsoft Corporation. All rights reserved.
Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center.