D3DXMatrixRotationYawPitchRoll function (D3dx9math.h)
The D3DX utility library is deprecated. We recommend that you use DirectXMath instead.
Builds a matrix with a specified yaw, pitch, and roll.
D3DXMATRIX* D3DXMatrixRotationYawPitchRoll( _Inout_ D3DXMATRIX *pOut, _In_ FLOAT Yaw, _In_ FLOAT Pitch, _In_ FLOAT Roll );
pOut [in, out]
Pointer to the D3DXMATRIX structure that is the result of the operation.
Yaw around the y-axis, in radians.
Pitch around the x-axis, in radians.
Roll around the z-axis, in radians.
Pointer to a D3DXMATRIX structure with the specified yaw, pitch, and roll.
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.