XMQuaternionRotationRollPitchYaw

Computes a rotation quaternion based on the pitch, yaw, and roll (Euler angles).

Syntax

XMVECTOR XMQuaternionRotationRollPitchYaw(
         float Pitch,
         float Yaw,
         float Roll
)  

Parameters

Pitch
Type: float 

Angle of rotation around the x-axis, in radians.

Yaw
Type: float 

Angle of rotation around the y-axis, in radians.

Roll
Type: float 

Angle of rotation around the z-axis, in radians.

Return value

Type: XMVECTOR 

Returns the rotation quaternion.

Remarks

The DirectXMath quaternion functions use an XMVECTOR 4-vector to represent quaternions, where the X, Y, and Z components are the vector part and the W component is the scalar part.

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, then yaw. The rotations are all applied in the global coordinate frame.

Requirements

Header: Declared in directxmath.h.