IDirect3DRMFrame::SetOrientation

Aligns a frame so that its z-direction points along the direction vector [rvDx, rvDy, rvDz] and its y-direction aligns with the vector [rvUx, rvUy, rvUz].

HRESULT SetOrientation(
LPDIRECT3DRMFRAME lpRef,
D3DVALUE rvDx,
D3DVALUE rvDy,
D3DVALUE rvDz,
D3DVALUE rvUx,
D3DVALUE rvUy,
D3DVALUE rvUz
);

Parameters

lpRef

Address of a variable that represents the Direct3DRMFrame object to be used as the reference.

rvDx, rvDy, and rvDz

New z-axis for the frame.

rvUx, rvUy, and rvUz

New y-axis for the frame.

Return Values

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible return codes, see Direct3D Retained-Mode Return Values.

Remarks

The default orientation of a frame has a direction vector of [0, 0, 1] and an up vector of [0, 1, 0].

If [rvUx, rvUy, rvUz] is parallel to [rvDx, rvDy, rvDz], the D3DRMERR_BADVALUE error value is returned; otherwise, the [rvUx, rvUy, rvUz] vector passed is projected onto the plane that is perpendicular to [rvDx, rvDy, rvDz].

This method is also used to add an orientation key to a Direct3DRMRFrameInterpolator object.

See Also

IDirect3DRMFrame::GetOrientation