Method EulerZXY
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.
Declaration
public static float4x4 EulerZXY(float3 xyz)
Parameters
| Type | Name | Description | 
|---|---|---|
| float3 | xyz | 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.
Declaration
public static float4x4 EulerZXY(float x, float y, float z)
Parameters
| Type | Name | Description | 
|---|---|---|
| float | x | The rotation angle around the x-axis in radians.  | 
    
| float | y | The rotation angle around the y-axis in radians.  | 
    
| float | z | The rotation angle around the z-axis in radians.  | 
    
Returns
| Type | Description | 
|---|---|
| float4x4 | The float4x4 rotation matrix of the Euler angle rotation in z-x-y order.  |