EulerXYZ
Returns a float4x4 rotation matrix constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
Read time 1 minuteLast updated 4 days ago
Definition
- Type: Method
- Namespace: Unity.Mathematics
- Assembly: UnityEngine.MathematicsModule
EulerXYZ(float3)
Returns a float4x4 rotation matrix constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
public static float4x4 EulerXYZ(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 x-y-z order. |
EulerXYZ(float, float, float)
Returns a float4x4 rotation matrix constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
public static float4x4 EulerXYZ(float x, float y, float z)
Parameters
Returns
Type | Description |
|---|---|
| float4x4 | The float4x4 rotation matrix of the Euler angle rotation in x-y-z order. |