?/TD> |
Microsoft DirectX 9.0 |
Determines the product of the current matrix and the computed rotation matrix.
Syntax
HRESULT RotateAxis(
CONST D3DXVECTOR3 *pV, FLOAT Angle );
Parameters
- pV
- [in] Pointer to a D3DXVECTOR3 structure that identifies the axis angle.
- Angle
- [in] Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.
Return Value
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be D3DERR_INVALIDCALL.
Remarks
This method right-multiplies the current matrix with the computed rotation matrix, counterclockwise about the given axis with the given angle (rotation is about the current world origin).
D3DXMATRIX tmp; D3DXMatrixRotationAxis( &tmp, pV, angle ); m_stack[m_currentPos] = m_stack[m_currentPos] * tmp;
See Also
ID3DXMatrixStack::RotateAxisLocal, ID3DXMatrixStack::RotateYawPitchRoll, ID3DXMatrixStack::RotateYawPitchRollLocal