Method EulerZXY
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.
Declaration
public static quaternion 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 |
|---|---|
| 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.
Declaration
public static quaternion 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 |
|---|---|
| quaternion | The quaternion representing the Euler angle rotation in z-x-y order. |