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Note
The D3DX utility library is deprecated. We recommend that you use DirectXMath instead along with this header from GitHub.
Rotates (relative to the object's local coordinate space) around an arbitrary axis.
HRESULT RotateYawPitchRollLocal(
[in] FLOAT Yaw,
[in] FLOAT Pitch,
[in] FLOAT Roll
);
Yaw [in]
Type: FLOAT
The yaw around the y-axis in radians.
Pitch [in]
Type: FLOAT
The pitch around the x-axis in radians.
Roll [in]
Type: FLOAT
The roll around the z-axis in radians.
Type: HRESULT
If the method succeeds, the return value is D3D_OK.
This method adds the rotation to the matrix stack with the computed rotation matrix similar to the following:
D3DXMATRIX tmp;
D3DXMatrixRotationYawPitchRoll( &tmp, yaw, pitch, roll );
m_stack[m_currentPos] = tmp * m_stack[m_currentPos];
Because the rotation is left-multiplied to the matrix stack, the rotation is relative to the object's local coordinate space.
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Events
Nov 19, 11 PM - Nov 21, 11 PM
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Register now