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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