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Note
The D3DX10 utility library is deprecated. We recommend that you use DirectXMath instead.
Builds a quaternion from a rotation matrix.
Syntax
D3DXQUATERNION* D3DXQuaternionRotationMatrix(
_Inout_ D3DXQUATERNION *pOut,
_In_ const D3DXMATRIX *pM
);
Parameters
-
pOut [in, out]
-
Type: D3DXQUATERNION*
Pointer to the D3DXQUATERNION that is the result of the operation.
-
pM [in]
-
Type: const D3DXMATRIX*
Pointer to the source D3DXMATRIX structure.
Return value
Type: D3DXQUATERNION*
Pointer to the D3DXQUATERNION structure built from a rotation matrix.
Remarks
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXQuaternionRotationMatrix function can be used as a parameter for another function.
Use D3DXQuaternionNormalize for any quaternion input that is not already normalized.
Requirements
Requirement | Value |
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Header |
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Library |
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See also