D3DXMatrixRotationYawPitchRoll function (D3DX10Math.h)
Note
The D3DX10 utility library is deprecated. We recommend that you use DirectXMath instead.
Builds a matrix with a specified yaw, pitch, and roll.
Syntax
D3DXMATRIX* D3DXMatrixRotationYawPitchRoll(
_Inout_ D3DXMATRIX *pOut,
_In_ FLOAT Yaw,
_In_ FLOAT Pitch,
_In_ FLOAT Roll
);
Parameters
-
pOut [in, out]
-
Type: D3DXMATRIX*
Pointer to the D3DXMATRIX structure that is the result of the operation.
-
Yaw [in]
-
Type: FLOAT
Yaw around the y-axis, in radians.
-
Pitch [in]
-
Type: FLOAT
Pitch around the x-axis, in radians.
-
Roll [in]
-
Type: FLOAT
Roll around the z-axis, in radians.
Return value
Type: D3DXMATRIX*
Pointer to a D3DXMATRIX structure with the specified yaw, pitch, and roll.
Remarks
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixRotationYawPitchRoll function can be used as a parameter for another function.
The order of transformations is roll first, then pitch, then yaw. Relative to the object's local coordinate axis, this is equivalent to rotation around the z-axis, followed by rotation around the x-axis, followed by rotation around the y-axis, as shown in the following illustration.
Requirements
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See also