D3DXMatrixRotationQuaternion
TOC
Collapse the table of content
Expand the table of content

D3DXMatrixRotationQuaternion function

Builds a rotation matrix from a quaternion.

Syntax


D3DXMATRIX* D3DXMatrixRotationQuaternion(
  _Inout_       D3DXMATRIX     *pOut,
  _In_    const D3DXQUATERNION *pQ
);

Parameters

pOut [in, out]

Type: D3DXMATRIX*

Pointer to the D3DXMATRIX structure that is the result of the operation.

pQ [in]

Type: const D3DXQUATERNION*

Pointer to the source D3DXQUATERNION structure.

Return value

Type: D3DXMATRIX*

Pointer to a D3DXMATRIX structure built from the source quaternion.

Remarks

The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixRotationQuaternion function can be used as a parameter for another function.

For information about how to calculate quaternion values from a direction vector ( x, y, z ) and an angle of rotation, see D3DXQUATERNION.

Requirements

Header

D3DX10Math.h

Library

D3DX10.lib

See also

Math Functions

 

 

Show:
© 2016 Microsoft