EulerZXY
Returns a quaternion 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 4 days ago
Definition
- Type: Method
- Namespace: Unity.Mathematics
- Assembly: UnityEngine.MathematicsModule
EulerZXY(float3)
Returns a quaternion 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 quaternion EulerZXY(float3 xyz)
Parameters
A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.
Returns
Type | Description |
|---|---|
| quaternion | The quaternion representing the Euler angle rotation in z-x-y order. |
EulerZXY(float, float, float)
Returns a quaternion 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 quaternion EulerZXY(float x, float y, float z)
Parameters
Returns
Type | Description |
|---|---|
| quaternion | The quaternion representing the Euler angle rotation in z-x-y order. |