Takes a three-dimensional (3-D) mesh input and produces an output mesh in which the vertices of the input mesh move along a trajectory to a specified point. The position of the point where the mesh vanishes is the location of the "black hole."
Vertices of the input object are sorted and moved sequentially toward the black hole, with the vertices closest to it moving first.
Note To use this transform, you need to have Microsoft® Windows® 98 Second Edition or Windows 2000 installed.
Transform Specifications
The following table contains the information you need in order to use this transform in C++ and script.
Class identifier (CLSID) | CLSID_BlackHole |
---|---|
Globally unique identifier (GUID) | C3853C22-3F2E-11D2-9900-0000F803FF7A |
Programmatic identifier (ProgId) | DX3DTransform.Microsoft.BlackHole |
Category identifier (CATID) | CATID_DX3DTransform |
Custom interfaces | IDXTBlackHole |
Supported interfaces | IDXEffect |
Inputs | One required of type Direct3DRMMeshBuilder3. |
Output | Direct3DRMMeshBuilder3 |
Custom Properties
The following table lists the custom properties that control the transform output.
Property | Type | Default | Description |
---|---|---|---|
HoleX | float | 0.0 | The x-coordinate of the black hole. |
HoleY | float | 2.0 | The y-coordinate of the black hole. |
HoleZ | float | 0.0 | The z-coordinate of black hole. |
StretchPercent | float | 80.0 | Percentage of the object that starts moving by the time the first part of the object reaches the black hole. For percentages less than 100, part of the object remains intact by the time the initial vertices start vanishing. For percentages larger than 100, the whole object is in motion before the initial vertices start vanishing. For example, with a value of 500, all the vertices of the object begin moving in 1/5th of the time it takes the initial vertices to start vanishing. |
Movement | BSTR | SPIRAL | A string that indicates the type of transition into the black hole. The following list shows possible values.
|
FallX | float | 1.0 | The x-component of the fall vector. |
FallY | float | 0.0 | The y-component of the fall vector. |
FallZ | float | 0.0 | The z-component of the fall vector. |
SpiralX | float | 0.0 | The x-component of the spiral vector. |
SpiralY | float | 10.0 | The y-component of the spiral vector. |
SpiralZ | float | 0.0 | The z-component of the spiral vector. |
Rotations | float | 3.0 | The number of rotations the object makes around the spiral vector. |
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