?/TD> |
Microsoft DirectX 9.0 |
Determines the product of the computed rotation matrix (composed of a given yaw, pitch, and roll) and the current matrix.
Syntax
HRESULT RotateYawPitchRollLocal(
FLOAT Yaw, FLOAT Pitch, FLOAT Roll );
Parameters
- Yaw
- [in] The yaw around the y-axis in radians.
- Pitch
- [in] The pitch around the x-axis in radians.
- Roll
- [in] The roll around the z-axis in radians.
Return Value
If the method succeeds, the return value is D3D_OK.
Remarks
This method left-multiplies the current matrix with the computed rotation matrix. All angles are counterclockwise and rotation is about the local origin of the object.
D3DXMATRIX tmp; D3DXMatrixRotationYawPitchRoll( &tmp, yaw, pitch, roll ); m_stack[m_currentPos] = tmp * m_stack[m_currentPos];
See Also
ID3DXMatrixStack::RotateAxis, ID3DXMatrixStack::RotateAxisLocal, ID3DXMatrixStack::RotateYawPitchRoll