DirectX SDK |
The ID3DXMatrixStack::RotateAxisLocal method determines the product of the computed rotation matrix and the current matrix.
HRESULT RotateAxisLocal( const D3DXVECTOR3* pV, float angle );
If this method is successful, it returns S_OK; otherwise, it returns D3DXERR_NULLPOINTER.
This method left-multiplies the current matrix with the computed rotation matrix, counterclockwise about the given axis with the given angle (rotation is about the local origin of the object):
D3DXMATRIX tmp; D3DXMatrixRotationAxis( &tmp, pV, angle ); m_stack[m_currentPos] = tmp * m_stack[m_currentPos];
Windows NT/2000: Requires Windows 2000.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Windows CE: Unsupported.
Version: Requires DirectX 7.0.
Header: Declared in d3dxmath.h.
Library: Use d3dx.lib.
ID3DXMatrixStack::RotateAxis, ID3DXMatrixStack::RotateYawPitchRoll, ID3DXMatrixStack::RotateYawPitchRollLocal