Builds a quaternion from a rotation matrix.
D3DXQUATERNION * D3DXQuaternionRotationMatrix( D3DXQUATERNION * pOut, CONST D3DXMATRIX * pM );
Pointer to the D3DXQUATERNION structure built from a rotation matrix.
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.
Header: Declared in D3dx9math.h.
D3DXQuaternionRotationAxis, D3DXQuaternionRotationYawPitchRoll