Creates a three-dimensional transformation that is a composition of the given transformation objects.
lib.Compose3(
xf1,
xf2
)
Returns the DATransform3 object.
Composing a transform is equivalent to first applying xf2 and then applying xf1.
Creates a three-dimensional transformation that is a composition of the DATransform3 objects in the array.
lib.Compose3Array(
xforms
)
Returns the DATransform3 object.
Composing a transform is equivalent to first applying xfn, then applying xfn-1, and so on.
Creates a three-dimensional transformation that transforms an object from a standard position and orientation to the "from" point, and aimed at the "to" point, with "up" mapping to the object's up direction. Prior to this transform, objects must be located at the origin, with the up side aligned with the positive y-axis, and aimed in the negative z-direction.
lib.LookAtFrom(
from,
to,
up
)
Returns the DATransform3 object.
This transform is useful for positioning and orienting cameras, lights, microphones, and other three-dimensional objects.
Creates a three-dimensional transformation that, when applied to a point or vector behavior, rotates the point or vector by the given angle (expressed in radians) around the given axis.
lib.Rotate3Anim(
axis,
radians
)
Returns the DATransform3 object.
Rotations obey the right-hand rule. This means that, when looking down the axis vector, they are counter-clockwise.
Same as Rotate3Anim except that axis and radians are non-animated numbers.
lib.Rotate3(
axis,
radians
)
Creates a three-dimensional transformation that, when applied to a point or vector, rotates the point or vector by the given angle (expressed in degrees) around the given axis.
lib.Rotate3-Degrees(
axis,
degrees
)
Returns the DATransform3 object.
Rotations obey the right-hand rule. This means that, when looking down the axis vector, they are counter-clockwise.
Creates a three-dimensional transformation that, when applied to a point or vector behavior, rotates the point or vector by the given angle (expressed in radians) around the given axis. The rotation rate is determined by multiplying the angle by LocalTime.
lib.Rotate3Rate(
axis,
radians
)
Returns the DATransform3 object.
Rotations obey the right-hand rule. This means that, when looking down the axis vector, they are counter-clockwise.
The units can either be meters per second or pixels per second, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Creates a three-dimensional transformation that, when applied to a point or vector behavior, rotates the point or vector by the given angle (expressed in degrees) around the given axis. The rotation rate is determined by multiplying the angle by LocalTime.
lib.Rotate3RateDegrees(
axis,
degrees
)
Returns the DATransform3 object.
Rotations obey the right-hand rule. This means that, when looking down the axis vector, they are counter-clockwise.
The units can either be meters per second or pixels per second, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Creates a three-dimensional transformation that, when applied to a three-dimensional object, scales it. For example, the transformation modifies the length of a vector by multiplying the vector's coordinates by the values of the corresponding numbers.
lib.Scale3Anim(
sx,
sy,
sz
)
Returns the DATransform3 object.
The units can either be meters or pixels, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Same as Scale3Anim except that sx, sy, and sz are non-animated numbers (doubles).
lib.Scale3(
sx,
sy,
sz
)
Creates a three-dimensional transformation that, when applied to a three-dimensional object, scales it. The scaling rates are determined by multiplying the arguments by LocalTime.
lib.Scale3Rate(
x,
y,
z
)
Returns the DATransform3 object.
The units can either be meters per second or pixels per second, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Creates a three-dimensional transformation behavior that, when applied to a three-dimensional object, scales it uniformly.
lib.Scale3UniformAnim(
uniformFactor
)
Returns the DATransform3 object.
Same as Scale3UniformAnim except that uniformFactor is a non-animated number (a double).
lib.Scale3Uniform(
uniformFactor
)
Creates a three-dimensional transformation behavior that, when applied to a three-dimensional object, scales it uniformly. The scaling rate is determined by multiplying the argument by LocalTime.
lib.Scale3UniformRate(
rate
)
Returns the DATransform3 object.
The units can either be meters per second or pixels per second, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Creates a three-dimensional transformation that, when applied to a three-dimensional object, scales it. For example, the transformation modifies the location of a point by multiplying the point's coordinates by the values of the corresponding vector coordinates.
lib.Scale3Vector(
v
)
Returns the DATransform3 object.
Creates a three-dimensional transformation behavior that consists of the 4 by 4 matrix having the values specified by the given number behaviors.
lib.Transform4x4Anim(
matrix
)
Returns the DATransform3 object.
The translation components for the matrix are in the last column. The last row of the matrix must be [0 0 0 1].
Creates a three-dimensional transformation that, when applied to a point, translates (moves) the point by the amounts given by the tx, ty, and tz.
lib.Translate3Anim(
tx,
ty,
tz
)
Returns the DATransform3 object.
Vectors are unchanged by translations.
The units can either be meters or pixels, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Same as Translate3Anim except that x, y, and z are non-animated numbers (doubles).
lib.Translate3(
x,
y,
z
)
Creates a three-dimensional transformation that, when applied to a point, translates (moves) the point to the new location loc.
lib.Translate3Point(
loc
)
Returns the DATransform3 object.
Creates a three-dimensional transformation that, when applied to a point, translates (moves) the point by the amounts given by x, y, z. The translation rate is determined by multiplying the arguments by LocalTime.
lib.Translate3Rate(
x,
y,
z
)
Returns the DATransform3 object.
Vectors are unchanged by translations.
The units can either be meters per second or pixels per second, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Creates a three-dimensional transformation behavior that, when applied to a point, translates (moves) the point by the amounts given by the vector.
lib.Translate3Vector(
v
)
Returns the DATransform3 object.
Vectors are unchanged by translations.
Shears the x-axis in the positive y-direction by a and in the positive z-direction by b. The X-coordinate remains unchanged, and the Y and Z coordinates increase by the product of the X-coordinate and the shear factors. In other words, X2 = X1, Y2 = Y1 + aX1, and Z2 = Z1 + bX1, where a and b are the shear factors.
lib.XShear3Anim(
a,
b
)
Returns the DATransform3 object.
The units can either be meters or pixels, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Same as XShear3Anim except that a and b are non-animated numbers (doubles).
lib.XShear3(
a,
b
)
Shears the x-axis in the positive y-direction by a and in the positive z-direction by b. The shear rates are determined by multiplying the arguments by LocalTime.
lib.XShear3Rate(
a,
b
)
Returns the DATransform3 object.
The units can either be meters per second or pixels per second, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Shears the y-axis in the positive x-direction by c and in the positive z-direction by d. The Y-coordinate remains unchanged, and the X and Z coordinates increase by the product of the Y-coordinate and the shear factors. In other words, Y2 = Y1, X2 = X1 + cY1, and Z2 = Z1 + dY1, where c and d are the shear factors.
lib.YShear3Anim(
c,
d
)
Returns the DATransform3 object.
The units can either be meters or pixels, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Same as YShearAnim except that c and d are non-animated numbers (double).
lib.YShear3(
c,
d
)
Shears the y-axis in the positive x-direction by c and in the positive z-direction by d. The shear rates are determined by multiplying the arguments by LocalTime.
lib.YShear3Rate(
c,
d
)
Returns the DATransform3 object.
The units can either be meters per second or pixels per second, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Shears the z-axis in the postive x-direction by e and in the positive y-direction by f. The Z-coordinate remains unchanged, and the X and Y coordinates increase by the product of the Z-coordinate and the shear factors. In other words, Z2 = Z1, X2 = X1 + eZ1, and Y2 = Y1 + fZ1, where e and f are the shear factors.
lib.ZShear3Anim(
e,
f
)
Returns the DATransform3 object.
The units can either be meters or pixels, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
Same as ZShear3Anim except that e and f are non-animated numbers (doubles).
lib.ZShear3(
e,
f
)
Shears the z-axis in the positive x-direction by e and in the positive y-direction by f. The shear rates are determined by multiplying the arguments by LocalTime.
lib.ZShear3Rate(
e,
f
)
Returns the DATransform3 object.
The units can either be meters per second or pixels per second, depending on whether the MeterLibrary or the PixelLibrary is selected. If the PixelLibrary is selected, remember that the positive y-axis is down.
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