Opposite of XMMatrixDecompose() in DirectX math?

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The opposite of XMMatrixDecompose() in DirectX Math is XMMatrixCompose().

The XMMatrixCompose() function takes individual translation, rotation, and scale components and returns a transformation matrix. It combines these components into a single transformation matrix, which is the inverse operation of XMMatrixDecompose().

Here's an example usage of XMMatrixCompose() in DirectX Math:

cpp
// Assume you have individual translation, rotation, and scale components
XMVECTOR translation = XMVectorSet(1.0f, 2.0f, 3.0f, 0.0f);
XMVECTOR rotationQuaternion = XMQuaternionRotationRollPitchYaw(0.0f, XM_PI / 4.0f, 0.0f);
XMVECTOR scale = XMVectorSet(2.0f, 2.0f, 2.0f, 0.0f);

// Compose the transformation matrix
XMMATRIX transformationMatrix = XMMatrixCompose(translation, rotationQuaternion, scale);

In the example above, transformationMatrix is the resulting transformation matrix composed of the translation, rotation, and scale components.

Remember to include the necessary headers and link against the appropriate DirectX Math library in your project.