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Note
The D3DX utility library is deprecated. We recommend that you use DirectXMath instead.
Breaks down a general 3D transformation matrix into its scalar, rotational, and translational components.
Syntax
HRESULT D3DXMatrixDecompose(
_Inout_ D3DXVECTOR3 *pOutScale,
_Inout_ D3DXQUATERNION *pOutRotation,
_Inout_ D3DXVECTOR3 *pOutTranslation,
_In_ const D3DXMATRIX *pM
);
Parameters
-
pOutScale [in, out]
-
Type: D3DXVECTOR3*
Pointer to the output D3DXVECTOR3 that contains scaling factors applied along the x, y, and z-axes.
-
pOutRotation [in, out]
-
Type: D3DXQUATERNION*
Pointer to the D3DXQUATERNION structure that describes the rotation.
-
pOutTranslation [in, out]
-
Type: D3DXVECTOR3*
Pointer to the D3DXVECTOR3 vector that describes the translation.
-
pM [in]
-
Type: const D3DXMATRIX*
Pointer to an input D3DXMATRIX matrix to decompose.
Return value
Type: HRESULT
If the function succeeds, the return value is S_OK. If the function fails, the return value can be the following: D3DERR_INVALIDCALL.
Requirements
| Requirement | Value |
|---|---|
| Header |
|
| Library |
|
See also