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Merge pull request #1025 from walbourn/rollpitchyaw
Clarifying remarks about pitch, yaw, and roll
2 parents 69fac4c + 7215c09 commit 0f12585

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sdk-api-src/content/directxmath/nf-directxmath-xmmatrixrotationrollpitchyaw.md

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@@ -9,25 +9,25 @@ ms.assetid: M:Microsoft.directx_sdk.matrix.XMMatrixRotationRollPitchYaw(float,fl
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ms.date: 12/05/2018
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ms.keywords: Use DirectX..XMMatrixRotationRollPitchYaw, XMMatrixRotationRollPitchYaw, XMMatrixRotationRollPitchYaw method [DirectX Math Support APIs], dxmath.xmmatrixrotationrollpitchyaw
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req.header: directxmath.h
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- XMMatrixRotationRollPitchYaw
@@ -76,9 +76,12 @@ Angles are measured clockwise when looking along the rotation axis toward the or
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The order of transformations is roll first, then pitch, and then yaw. The rotations are all applied in the global coordinate frame.
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> [!NOTE]
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> This function takes x-axis, y-axis, and 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, since it matches typical 'view' coordinate systems. There are of course other ways to assign those labels when using other coordinate systems (for example, *roll* could be the x-axis, *pitch* the y-axis, and *yaw* the z-axis).
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<h3><a id="Platform_Requirements"></a><a id="platform_requirements"></a><a id="PLATFORM_REQUIREMENTS"></a>Platform Requirements</h3>
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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.
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## -see-also
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<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-matrix">DirectXMath Library Matrix Functions</a>
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<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-matrix">DirectXMath Library Matrix Functions</a>

sdk-api-src/content/directxmath/nf-directxmath-xmmatrixrotationrollpitchyawfromvector.md

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@@ -9,25 +9,25 @@ ms.assetid: M:Microsoft.directx_sdk.matrix.XMMatrixRotationRollPitchYawFromVecto
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ms.date: 12/05/2018
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ms.keywords: Use DirectX..XMMatrixRotationRollPitchYawFromVector, XMMatrixRotationRollPitchYawFromVector, XMMatrixRotationRollPitchYawFromVector method [DirectX Math Support APIs], dxmath.xmmatrixrotationrollpitchyawfromvector
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req.header: directxmath.h
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- XMMatrixRotationRollPitchYawFromVector
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### -param Angles [in]
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3D vector containing the Euler angles in the order pitch, then yaw, and then roll.
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3D vector containing the Euler angles in the order x-axis (pitch), then y-axis (yaw), and then z-axis (roll). The W element is ignored.
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## -returns
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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.
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The order of transformations is roll first, then pitch, and then yaw. The rotations are all applied in the global
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coordinate frame.
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The order of transformations is roll first, then pitch, and then yaw. The rotations are all applied in the global coordinate frame.
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> [!NOTE]
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> This function takes x-axis, y-axis, and 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, since it matches typical 'view' coordinate systems. There are of course other ways to assign those labels when using other coordinate systems (for example, *roll* could be the x-axis, *pitch* the y-axis, and *yaw* the z-axis).
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<h3><a id="Platform_Requirements"></a><a id="platform_requirements"></a><a id="PLATFORM_REQUIREMENTS"></a>Platform Requirements</h3>
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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.
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## -see-also
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<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-matrix">DirectXMath Library Matrix Functions</a>
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<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-matrix">DirectXMath Library Matrix Functions</a>

sdk-api-src/content/directxmath/nf-directxmath-xmquaternionrotationrollpitchyaw.md

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ms.keywords: Use DirectX..XMQuaternionRotationRollPitchYaw, XMQuaternionRotationRollPitchYaw, XMQuaternionRotationRollPitchYaw method [DirectX Math Support APIs], dxmath.xmquaternionrotationrollpitchyaw
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- XMQuaternionRotationRollPitchYaw
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## -remarks
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The DirectXMath quaternion functions use an XMVECTOR 4-vector to represent quaternions,
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where the X, Y, and Z components are the vector part and the W component is the scalar part.
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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.
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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.
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The order of transformations is roll first, then pitch, then yaw. The rotations are all applied in the global coordinate
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frame.
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The order of transformations is roll first, then pitch, then yaw. The rotations are all applied in the global coordinate frame.
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> 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).
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<h3><a id="Platform_Requirements"></a><a id="platform_requirements"></a><a id="PLATFORM_REQUIREMENTS"></a>Platform Requirements</h3>
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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.
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## -see-also
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<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-quaternion">DirectXMath Library Quaternion Functions</a>
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<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-quaternion">DirectXMath Library Quaternion Functions</a>

sdk-api-src/content/directxmath/nf-directxmath-xmquaternionrotationrollpitchyawfromvector.md

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ms.date: 12/05/2018
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ms.keywords: Use DirectX..XMQuaternionRotationRollPitchYawFromVector, XMQuaternionRotationRollPitchYawFromVector, XMQuaternionRotationRollPitchYawFromVector method [DirectX Math Support APIs], dxmath.xmquaternionrotationrollpitchyawfromvector
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req.header: directxmath.h
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- XMQuaternionRotationRollPitchYawFromVector
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### -param Angles [in]
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3D vector containing the Euler angles in the order x-axis (pitch), then y-axis (yaw), and then z-axis (roll). The W element is ignored.
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## -returns
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Returns the rotation quaternion.
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## -remarks
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The DirectXMath quaternion functions use an XMVECTOR 4-vector to represent quaternions,
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where the X, Y, and Z components are the vector part and the W component is the scalar part.
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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.
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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.
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The order of transformations is roll first, then pitch, then yaw. The rotations are all applied in the global coordinate
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frame.
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The order of transformations is roll first, then pitch, then yaw. The rotations are all applied in the global coordinate frame.
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> [!NOTE]
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> This function takes x-axis, y-axis, and 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, since it matches typical 'view' coordinate systems. There are of course other ways to assign those labels when using other coordinate systems (for example, *roll* could be the x-axis, *pitch* the y-axis, and *yaw* the z-axis).
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<h3><a id="Platform_Requirements"></a><a id="platform_requirements"></a><a id="PLATFORM_REQUIREMENTS"></a>Platform Requirements</h3>
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## -see-also
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<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-quaternion">DirectXMath Library Quaternion Functions</a>
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<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-quaternion">DirectXMath Library Quaternion Functions</a>

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