BlackHole Transform

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.
  • LINEAR specifies a linear motion of the object toward the black hole.
  • FALL specifies a tangential motion of the object toward the black hole. The object moves from its current position into the black hole from a direction vector specified by the FallX, FallY, and FallZ properties.
  • SPIRAL specifies a spiral motion of the object toward the black hole. The object moves from its current position into the black hole by spiraling around a vector specified by the SpiralX, SpiralY, and SpiralZ properties. The Rotations property controls how many rotations around the vector the object makes as it spirals.
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.

Top of Page Top of Page
© 2000 Microsoft and/or its suppliers. All rights reserved. Terms of Use.