Matrix.PerspectiveFovLH Method |
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Builds a left-handed perspective projection matrix based on a field of view.
Visual Basic Public Shared Function PerspectiveFovLH( _
ByVal fieldOfViewY As Single, _
ByVal aspectRatio As Single, _
ByVal znearPlane As Single, _
ByVal zfarPlane As Single _
) As MatrixC# public static Matrix PerspectiveFovLH(
float fieldOfViewY,
float aspectRatio,
float znearPlane,
float zfarPlane
);C++ public:
static Matrix PerspectiveFovLH(
float fieldOfViewY,
float aspectRatio,
float znearPlane,
float zfarPlane
);JScript public static function PerspectiveFovLH(
fieldOfViewY : float,
aspectRatio : float,
znearPlane : float,
zfarPlane : float
) : Matrix;
fieldOfViewY System.Single
Field of view in the y direction, in radians.aspectRatio System.Single
Aspect ratio, defined as the view space width divided by height.znearPlane System.Single
Z-value of the near view plane.zfarPlane System.Single
Z-value of the far view plane.
Microsoft.DirectX.Matrix
A Matrix structure that is a left-handed perspective projection matrix.
This method uses the following formula to compute the returned matrix. The view space height is represented by h, which is calculated from h = cot(fieldOfViewY/2). The view space width is represented by w, which is calculated from h = w / aspectRatio.
w 0 0 0 0 h 0 0 0 0 zfarPlane/(zfarPlane-znearPlane) 1 0 0 -znearPlane*zfarPlane/(zfarPlane-znearPlane) 0
Set Up a Projection Matrix
This example demonstrates how to set up the projection transformation matrix, which transforms 3-D camera or view space coordinates into 2-D screen coordinates.
See the following C# code example, the Projection transformation matrix is set to be equal to the left-handed (LH) PerspectiveFovLH matrix. Input arguments to PerspectiveFovLH are as follows.
- Field of view in radians: pi/4.
- Aspect ratio, or view-space height divided by width: 1, for a square window.
- Near clipping plane distance: 1 unit.
- Far clipping plane distance: 100 units.
[C#]
using Microsoft.DirectX; Direct3D.Device device = null; // Create rendering device. // For the projection matrix, you 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 );
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