# XMQuaternionRotationRollPitchYaw function

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

## Syntax

```
XMVECTOR XM_CALLCONV XMQuaternionRotationRollPitchYaw(
float Pitch,
float Yaw,
float Roll
);
```

## Parameters

`Pitch`

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

`Yaw`

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

`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.

### 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

Target Platform |
Windows |

Header |
directxmath.h |