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.

Reference

https://docs.microsoft.com/en-us/windows/win32/api/directxmath/nf-directxmath-XMQuaternionRotationRollPitchYawFromVector