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EulerYZX

Returns a float4x4 rotation matrix constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
Read time 1 minuteLast updated 11 days ago

Definition

EulerYZX(float3)

Returns a float4x4 rotation matrix constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
public static float4x4 EulerYZX(float3 xyz)

Parameters

A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.

Returns

Type

Description

float4x4The float4x4 rotation matrix of the Euler angle rotation in y-z-x order.

EulerYZX(float, float, float)

Returns a float4x4 rotation matrix constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
public static float4x4 EulerYZX(float x, float y, float z)

Parameters

The rotation angle around the x-axis in radians.

The rotation angle around the y-axis in radians.

The rotation angle around the z-axis in radians.

Returns

Type

Description

float4x4The float4x4 rotation matrix of the Euler angle rotation in y-z-x order.