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How can i translate the code to directxmath code?

// Create a quaternion that rotates about the world up
 Quaternion quatYaw = CreateFromAxisAngle( Vector3(0,1,0), yaw )
 // Transform the camera offset and up by this quaternion
 offset = Transform( offset, quatYaw)

Do i use XMQuaternionRotationAxis for CreateFromAxisAngle? And also, what function do i use for: Transform

I need to use functions from DIRECTXMATH https://docs.microsoft.com/en-us/windows/win32/api/directxmath/

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Do I use XMQuaternionRotationAxis for CreateFromAxisAngle?

Yes.

What function do I use for: Transform

You use XMVector3Rotate.

You can find these matches just by comparing the function signatures, or plugging "DirectXMath rotate vector by quaternion" into a search engine (this was on the first page of results)..

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    \$\begingroup\$ This page on Microsoft Docs has a complete table of D3DXMath to DirectXMath conversions. \$\endgroup\$ Jan 8, 2021 at 9:37

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