Shatter Transform

Shatters a surface image in three dimensions. The shatter shows tumbling pieces, and you can specify the maximum number of shards and the thickness of the shards.

Note  To use this transform, you need to have Microsoft® DirectX® Media 6, Microsoft Windows® 98 Second Edition, or Windows 2000 installed.

For more information, see Installation and Redistribution Information.

Transform Specifications

The following table contains the information you need in order to use this transform in C++ and script.

Class identifier (CLSID) CLSID_CrShatter
Globally unique identifier (GUID) 63500AE2-0858-11D2-8CE4-00C04F8ECB10
Programmatic identifier (ProgId) DX3DTransform.Microsoft.CrShatter
Category identifier (CATID) CATID_DX3DTransform
Custom interfaces ICrShatter
Supported interfaces IDXEffect
Inputs One required of type IDXSurface.
Output IDXSurface

Custom Properties

The following table lists the custom properties that control the transform output.

Property Type Default Description
seed long Amount of time the computer has been on. Seed for the random number generator that determines how the shards will fly.
maxShards long 35 Maximum number of shards to generate. This is not necessarily the number generated, but the maximum number that could be generated.
piece depth float 1.0 Z-index for the tumbling shards. This controls the thickness of the shards.
BackColor BSTR gray, semi-transparent Color and transparency of the back of the shards. This is also the edge color of the surface. If specified as a string, the string can be the name of any color supported by Microsoft® Internet Explorer, for example, aliceblue or goldenrod. See the Color Selection Helper Functions for a list of supported colors. If specified as a hexadecimal value, the value has the form #AARRGGBB, where AA is the opacity or transparency value, and the RR, GG, and BB represent the red, green, and blue values, respectively. Set AA to FF to make the back of the shards completely opaque. Set AA to 00 to make the back of the shards completely transparent. For example, #FF00FF00 sets the BackColor to green and makes it completely opaque.
EvacuateX short 3 Minimum distance for shards to move in x-direction (positive or negative).
EvacuateY short 3 Minimum distance for shards to move in y-direction (positive or negative).
EvacuateZ short 3 Minimum distance for shards to move in z-direction (positive only).
EvacuateDeltaX short 1 Additional distance beyond EvacuateX to move (positive only).
EvacuateDeltaY short 1 Additional distance beyond EvacuateY to move (positive only).
EvacuateDeltaZ short 1 Additional distance beyond EvacuateZ to move (positive only).

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