XMConvertFloatToHalfStream
XMConvertHalfToFloatStream
XMMatrixDecompose
XMPlaneTransformStream
XMVector2TransformCoordStream
XMVector2TransformNormalStream
XMVector2TransformStream
XMVector3ProjectStream
XMVector3TransformCoordStream
XMVector3TransformNormalStream
XMVector3TransformStream
XMVector3UnprojectStream
XMVector4TransformStream
Expand Minimize

XMQuaternionRotationRollPitchYaw method

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

Syntax


XMVECTOR XMQuaternionRotationRollPitchYaw(
  [in]  float Pitch,
  [in]  float Yaw,
  [in]  float Roll
);

Parameters

Pitch [in]

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

Yaw [in]

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

Roll [in]

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

Return value

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.

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

Namespace

Use DirectX.

Header

DirectXMath.h

 

 

Community Additions

ADD
Show:
© 2014 Microsoft