# Translate code to DIRECTX directxmath

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/