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XMMatrixRotationRollPitchYawFromVector method

Builds a rotation matrix based on a vector containing the Euler angles (pitch, yaw, and roll).

Syntax


XMMATRIX XMMatrixRotationRollPitchYawFromVector(
  [in] XMVECTOR Angles
);

Parameters

Angles [in]

3D vector containing the Euler angles in the order pitch, then yaw, and then roll.

Return value

Returns the rotation matrix.

Remarks

Angles are measured clockwise when looking along the rotation axis toward the origin. This is a left-handed coordinate system. To use right-handed coordinates, negate all three angles.

The order of transformations is roll first, then pitch, and then yaw. The rotations are all applied in the global coordinate frame.

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

Namespace

Use DirectX.

Header

DirectXMath.h

See also

DirectXMath Library Matrix Functions

 

 

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