XMStoreFloat4x4 function (directxmath.h)
Stores an XMMATRIX in an XMFLOAT4X4.
Syntax
void XM_CALLCONV XMStoreFloat4x4(
[out] XMFLOAT4X4 *pDestination,
[in] FXMMATRIX M
) noexcept;
Parameters
[out] pDestination
Address at which to store the data.
[in] M
Matrix containing the data to store.
Return value
None.
Remarks
XMFLOAT4X4 is a row-major matrix form. To write out column-major data requires the XMMATRIX be transposed via XMMatrixTranpose before calling the store function.
This function takes a matrix and writes the components out to sixteen single-precision floating-point values at the given address. The most significant component of the first row vector is written to the first four bytes of the address, followed by the second most significant component of the first row, and so on. The second row is then written out in a like manner to memory beginning at byte 16, followed by the third row to memory beginning at byte 32, and finally the fourth row to memory beginning at byte 48.
The following pseudocode demonstrates the operation of the function.
pDestination->_11 = M[0].x; // 4 bytes to address (uint8_t*)pDestination
pDestination->_12 = M[0].y; // 4 bytes to address (uint8_t*)pDestination + 4
pDestination->_13 = M[0].z; // 4 bytes to address (uint8_t*)pDestination + 8
pDestination->_14 = M[0].w; // 4 bytes to address (uint8_t*)pDestination + 12
pDestination->_21 = M[1].x; // 4 bytes to address (uint8_t*)pDestination + 16
pDestination->_22 = M[1].y; // 4 bytes to address (uint8_t*)pDestination + 20
pDestination->_23 = M[1].z; // 4 bytes to address (uint8_t*)pDestination + 24
pDestination->_24 = M[1].w; // 4 bytes to address (uint8_t*)pDestination + 28
pDestination->_31 = M[2].x; // 4 bytes to address (uint8_t*)pDestination + 32
pDestination->_32 = M[2].y; // 4 bytes to address (uint8_t*)pDestination + 36
pDestination->_33 = M[2].z; // 4 bytes to address (uint8_t*)pDestination + 40
pDestination->_34 = M[2].w; // 4 bytes to address (uint8_t*)pDestination + 44
pDestination->_41 = M[3].x; // 4 bytes to address (uint8_t*)pDestination + 48
pDestination->_42 = M[3].y; // 4 bytes to address (uint8_t*)pDestination + 52
pDestination->_43 = M[3].z; // 4 bytes to address (uint8_t*)pDestination + 56
pDestination->_44 = M[3].w; // 4 bytes to address (uint8_t*)pDestination + 60
Platform Requirements
Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | directxmath.h |