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.

illustration of roll, pitch, and yaw as rotations around the three axes

Requirements

Requirement Value
Header
D3DX10Math.h
Library
D3DX10.lib

See also

Math Functions