XMMatrixRotationRollPitchYaw function (directxmath.h)
Builds a rotation matrix based on a given pitch, yaw, and roll (Euler angles).
Syntax
XMMATRIX XM_CALLCONV XMMatrixRotationRollPitchYaw(
[in] float Pitch,
[in] float Yaw,
[in] float Roll
) noexcept;
Parameters
[in] Pitch
Angle of rotation around the x-axis, in radians.
[in] Yaw
Angle of rotation around the y-axis, in radians.
[in] Roll
Angle of rotation around the z-axis, in radians.
Return value
Returns the rotation matrix.
Remarks
Angles are measured clockwise when looking along the rotation axis toward the origin. This is a left-handed coordinate system. To use right-handed coordinates, negate all three angles.
The order of transformations is roll first, then pitch, and then yaw. The rotations are all applied in the global coordinate frame.
Note
This function takes x-axis, y-axis, and z-axis angles as input parameters. The assignment of the labels pitch to the x-axis, yaw to the y-axis, and roll to the z-axis is a common one for computer graphics and games, since it matches typical 'view' coordinate systems. There are of course other ways to assign those labels when using other coordinate systems (for example, roll could be the x-axis, pitch the y-axis, and yaw the z-axis).
Platform Requirements
Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | directxmath.h |