| Method |
Description |
| AxisAngle |
Returns a RigidTransform representing a rotation around a unit axis by an angle in radians.
The rotation direction is clockwise when looking along the rotation axis towards the origin.
|
| Euler |
Returns a RigidTransform constructed by first performing 3 rotations around the principal axes in a given order.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
When the rotation order is known at compile time, it is recommended for performance reasons to use specific
Euler rotation constructors such as EulerZXY(...).
|
| EulerXYZ |
Returns a RigidTransform 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.
|
| EulerXZY |
Returns a RigidTransform constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
|
| EulerYXZ |
Returns a RigidTransform constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
|
| EulerYZX |
Returns a RigidTransform constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
|
| 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.
|
| EulerZYX |
Returns a RigidTransform constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
|
| RotateX | Returns a RigidTransform that rotates around the x-axis by a given number of radians. |
| RotateY | Returns a RigidTransform that rotates around the y-axis by a given number of radians. |
| RotateZ | Returns a RigidTransform that rotates around the z-axis by a given number of radians. |
| Translate | Returns a RigidTransform that translates by an amount specified by a float3 vector. |