D3DXMatrixRotationQuaternion

Builds a rotation matrix from a quaternion.

D3DXMATRIX * D3DXMatrixRotationQuaternion(
  D3DXMATRIX * pOut,
  CONST D3DXQUATERNION * pQ
);

Parameters

pOut
[in, out] Pointer to the D3DXMATRIX structure that is the result of the operation.
pQ
[in] Pointer to the source D3DXQUATERNION structure.

Return Values

Pointer to a D3DXMATRIX structure built from the source quaternion.

Remarks

The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixRotationQuaternion function can be used as a parameter for another function.

For information about how to calculate quaternion values from a direction vector ( x, y, z ) and an angle of rotation, see D3DXQUATERNION.

Requirements

Header: Declared in D3dx9math.h.

See Also

D3DXMatrixRotationAxis, D3DXMatrixRotationX, D3DXMatrixRotationY, D3DXMatrixRotationYawPitchRoll, D3DXMatrixRotationZ