EulerZXY
Returns a RigidTransform constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin. This is the default order rotation order in Unity.
Read time 1 minuteLast updated 12 days ago
Definition
- Type: Method
- Namespace: Unity.Mathematics
- Assembly: UnityEngine.MathematicsModule
EulerZXY(float3)
Returns a RigidTransform constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin. This is the default order rotation order in Unity.
public static RigidTransform EulerZXY(float3 xyz)
Parameters
A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.
Returns
Type | Description |
|---|---|
| RigidTransform | The RigidTransform of the Euler angle transformation in z-x-y order. |
EulerZXY(float, float, float)
Returns a RigidTransform constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin. This is the default order rotation order in Unity.
public static RigidTransform EulerZXY(float x, float y, float z)
Parameters
Returns
Type | Description |
|---|---|
| RigidTransform | The RigidTransform of the Euler angle transformation in z-x-y order. |