XMQuaternionRotationRollPitchYaw function (directxmath.h)

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

Syntax

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

Parameters

[in] Pitch

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

[in] Yaw

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

[in] Roll

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.

This function takes x-axis, y-axis, z-axis angles as input parameters. The assignment of the labels pitch to the x-axis, yaw to the y-axis, and roll to the z-axis is a common one for computer graphics and games as it matches typical 'view' coordinate systems. There are of course other ways to assign those labels when using other coordinate systems (i.e. roll could be the x-axis, pitch the y-axis, and yaw the z-axis).

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

Requirement Value
Target Platform Windows
Header directxmath.h

See also

DirectXMath Library Quaternion Functions