Platform SDK: DirectX |
The ID3DXMatrixStack::RotateAxis method determines the product of the current matrix and the computed rotation matrix.
HRESULT RotateAxis( const D3DXVECTOR3* pV, float angle );
If this method is successful, it returns S_OK; otherwise, it returns D3DXERR_NULLPOINTER.
This method right-multiplies the current matrix with the computed rotation matrix, counterclockwise about the given axis with the given angle (rotation is about the current world origin):
D3DXMATRIX tmp; D3DXMatrixRotationAxis( &tmp, pV, angle ); m_stack[m_currentPos] = m_stack[m_currentPos] * tmp;
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.
ID3DXMatrixStack::RotateAxisLocal, ID3DXMatrixStack::RotateYawPitchRoll, ID3DXMatrixStack::RotateYawPitchRollLocal