Computes a rotation quaternion based on the pitch, yaw, and roll (Euler angles).
XMVECTOR XM_CALLCONV XMQuaternionRotationRollPitchYaw( float Pitch, float Yaw, float Roll );
Angle of rotation around the x-axis, in radians.
Angle of rotation around the y-axis, in radians.
Angle of rotation around the z-axis, in radians.
Returns the rotation quaternion.
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.