# 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 a quaternion rotation will generate equivalent Euler values that can be retrieved with *GetObjectAngleX*, *GetObjectAngleX*, and *GetObjectAngleZ*.

## 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.