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Note
The D3DX utility library is deprecated. We recommend that you use DirectXMath instead.
Computes a quaternion's axis and angle of rotation.
Syntax
void D3DXQuaternionToAxisAngle(
_In_ const D3DXQUATERNION *pQ,
_Inout_ D3DXVECTOR3 *pAxis,
_Inout_ FLOAT *pAngle
);
Parameters
-
pQ [in]
-
Type: const D3DXQUATERNION*
Pointer to the source D3DXQUATERNION structure.
-
pAxis [in, out]
-
Type: D3DXVECTOR3*
This function returns a pointer to a D3DXVECTOR3 structure that identifies the quaternion's axis of rotation.
-
pAngle [in, out]
-
Type: FLOAT*
This function returns a pointer to a FLOAT value that identifies the quaternion's angle of rotation in radians.
Return value
No return value.
Remarks
Use D3DXQuaternionNormalize for any quaternion input that is not already normalized.
Requirements
| Requirement | Value |
|---|---|
| Header |
|
| Library |
|
See also