EulerZXY
Returns a float3x3 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 float3x3 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 float3x3 EulerZXY(float3 xyz)
Parameters
A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.
Returns
Type | Description |
|---|---|
| float3x3 | The float3x3 rotation matrix representing the rotation by Euler angles in z-x-y order. |
EulerZXY(float, float, float)
Returns a float3x3 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 float3x3 EulerZXY(float x, float y, float z)
Parameters
Returns
Type | Description |
|---|---|
| float3x3 | The float3x3 rotation matrix representing the rotation by Euler angles in z-x-y order. |