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 D3DXMatrixRotationYawPitchRoll

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D3DXMatrixRotationYawPitchRoll
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D3DXMatrixRotationYawPitchRoll

Builds a matrix with a specified yaw, pitch, and roll.

D3DXMATRIX * D3DXMatrixRotationYawPitchRoll(
  D3DXMATRIX * pOut,
  FLOAT Yaw,
  FLOAT Pitch,
  FLOAT Roll
);

Parameters

pOut
[in, out] Pointer to the D3DXMATRIX structure that is the result of the operation.
Yaw
[in] Yaw around the y-axis, in radians.
Pitch
[in] Pitch around the x-axis, in radians.
Roll
[in] Roll around the z-axis, in radians.

Return Values

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.

Roll, pitch, yaw diagram

Requirements

Header: Declared in D3dx9math.h.

Library: Use D3dx9.lib.

See Also

D3DXMatrixRotationAxis, D3DXMatrixRotationQuaternion, D3DXMatrixRotationX, D3DXMatrixRotationY, D3DXMatrixRotationZ

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