Platform SDK: DirectX |
The D3DXMatrixTransformation function builds a transformation matrix.
D3DXMATRIX* D3DXMatrixTransformation( D3DXMATRIX* pOut, const D3DXVECTOR3* pScalingCenter, const D3DXQUATERNION* pScalingRotation, const D3DXVECTOR3* pScaling, const D3DXVECTOR3* pRotationCenter, const D3DXQUATERNION* pRotation, const D3DXVECTOR3* pTranslation, );
A pointer to a D3DXMATRIX structure that is the transformation matrix.
The D3DXMatrixTransformation function calculates the transformation matrix with the following formula: Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt, where Msc is the center scaling matrix, Msr is the scaling rotation matrix, Ms is the scaling matrix, Mrc is the center of rotation matrix, Mr is the rotation matrix, and Mt is the translation matrix.
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixTransformation function can be used as a parameter for another function.
Windows NT/2000: Requires Windows 2000.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Version: Requires DirectX 7.0.
Header: Declared in d3dxmath.h.
Library: Use d3dx.lib.