Optional
x: number(optional) the angle of the x axis in radians. Default is 0.
Optional
y: number(optional) the angle of the y axis in radians. Default is 0.
Optional
z: number(optional) the angle of the z axis in radians. Default is 0.
Optional
order: string(optional) a string representing the order that the rotations are applied, defaults to 'XYZ' (must be upper case).
The order in which to apply rotations. Default is 'XYZ', which means that the object will first be rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are: 'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'. These must be in upper case.
It uses intrinsic Tait-Bryan angles. This means that rotations are performed with respect to the local coordinate system. That is, for order 'XYZ', the rotation is first around the local-X axis (which is the same as the world-X axis), then around local-Y (which may now be different from the world Y-axis), then local-Z (which may be different from the world Z-axis).
The current value of the x component.
The current value of the y component.
The current value of the z component.
Set this euler from the specified array.
Input an array of length 3 or 4. The optional 4th argument corresponds to the order.
Set the angles of this euler transform and optionally the order.
(optional) the angle of the x axis in radians. Default is 0.
(optional) the angle of the y axis in radians. Default is 0.
(optional) the angle of the z axis in radians. Default is 0.
Optional
order: string(optional) a string representing the order that the rotations are applied, defaults to 'XYZ' (must be upper case).
Return this euler
Set this urler from the specified quaternion.
Input a normalized quaternion.
(optional) a string representing the order that the rotations are applied. Sets the angles of this euler transform from a pure rotation matrix based on the orientation specified by order.
Optional
update: booleanInput one flag to indicate whether to trigger change callback function
Return this euler
Set this euler by exatracting rotation information from the specified matrix.
Input a Matrix4 of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
Optional
order: string(optional) a string representing the order that the rotations are applied. Sets the angles of this euler transform from a pure rotation matrix based on the orientation specified by order.
Optional
update: booleanInput one flag to indicate whether to trigger change callback function
Return this euler
Set the x, y and z, and optionally update the order.
Input one 3d vector
Optional
order: stringInput a optional string representing the order that the rotations are applied.
Return this euler
Return an array of the form [x, y, z, order ].
Optional
array: (string | number)[]Input an optional array to store the euler in.
Optional
offset: numberInput an optional offset in the array.
Return an array of the form [x, y, z, order].
Create one instance of this class