Function directx_math::XMQuaternionRotationRollPitchYawFromVector [−][src]
pub fn XMQuaternionRotationRollPitchYawFromVector(Angles: XMVECTOR) -> FXMVECTOR
Computes a rotation quaternion based on a vector containing the Euler angles (pitch
, yaw
, and roll
).
Parameters
Angles
3D vector containing the Euler angles in the order pitch
, yaw
, roll
.
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.