Builds a 2D transformation matrix that represents transformations in the xy plane. NULL arguments are treated as identity transformations.
D3DXMATRIX * D3DXMatrixTransformation2D( D3DXMATRIX * pOut, CONST D3DXVECTOR2 * pScalingCenter, FLOAT pScalingRotation, CONST D3DXVECTOR2 * pScaling, CONST D3DXVECTOR2 * pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 * pTranslation );
Pointer to a D3DXMATRIX structure that contains the transformation matrix.
This function calculates the transformation matrix with the following formula, with matrix concatenation evaluated in left-to-right order:
Mout = (Msc)-1* (Msr)-1* Ms * Msr * Msc * (Mrc)-1* Mr * Mrc * Mt
where:
Mout = output matrix (pOut)
Msc = scaling center matrix (pScalingCenter)
Msr = scaling rotation matrix (pScalingRotation)
Ms = scaling matrix (pScaling)
Mrc = center of rotation matrix (pRotationCenter)
Mr = rotation matrix (Rotation)
Mt = translation matrix (pTranslation)
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixTransformation2D function can be used as a parameter for another function.
For 3D transformations, use D3DXMatrixTransformation.
Header: Declared in D3dx9math.h.