EulerZXY
Returns a float4x4 rotation matrix 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 13 days ago
Definition
- Type: Method
- Namespace: Unity.Mathematics
- Assembly: UnityEngine.MathematicsModule
EulerZXY(float3)
Returns a float4x4 rotation matrix 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 float4x4 EulerZXY(float3 xyz)
Parameters
A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.
Returns
Type | Description |
|---|---|
| float4x4 | The float4x4 rotation matrix of the Euler angle rotation in z-x-y order. |
EulerZXY(float, float, float)
Returns a float4x4 rotation matrix 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 float4x4 EulerZXY(float x, float y, float z)
Parameters
Returns
Type | Description |
|---|---|
| float4x4 | The float4x4 rotation matrix of the Euler angle rotation in z-x-y order. |