# SetObjectRotation

## Description

Sets the rotation of the specified object using euler angles in degrees. Alternatively you can use SetObjectRotationQuat to use a quaternion. By default objects are created with the angles 0,0,0 in the order YXZ. Euler angles are compound angles where the object starts at 0,0,0 and is then rotated using the given Y angle, then by the given X angle, then rolled by the given Z angle. Each 3D rotation can be represented by 2 Euler angle combinations, Y,X,Z and Y-180,X-180,Z-180 so either version may be returned by the GetObjectAngle commands. Quaternions and Euler angles can both be used at the same time. For example setting an Euler angle rotation will generate a quaternion representation that can be retrieved with GetObjectQuatX, etc.

## Definition

SetObjectRotation( objID, angx, angy, angz )

void agk::SetObjectRotation( UINT objID, float angx, float angy, float angz )

## Parameters

- objID - The ID of the object to modify.
- angx - The X component of the euler rotation.
- angy - The Y component of the euler rotation.
- angz - The Z component of the euler rotation.