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Transforms an array of planes by a matrix. The vectors that describe each plane must be normalized.
D3DXPLANE * D3DXPlaneTransformArray( D3DXPLANE * pOut, UINT OutStride, CONST D3DXPLANE* pP, UINT PStride, CONST D3DXMATRIX* pM, UINT n );
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.
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.
Header: Declared in D3dx9math.h.
D3DXPlaneNormalize, D3DXMatrixRotationX, D3DXMatrixRotationY, D3DXMatrixRotationZ, D3DXMatrixInverse, D3DXMatrixTranspose