[[Float]] the angle of the x axis in radians. Default is 0.
[[Float]] the angle of the y axis in radians. Default is 0.
[[Float]] the angle of the z axis in radians. Default is 0.
[[EulerOrder]] A string representing the order that the rotations are applied, defaults to 'XYZ'.
The order in which to apply the 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'. This class 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 order in which to apply the 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'. This class 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 angle, in radians, around the x axis.
The angle, in radians, around the x axis.
The angle, in radians, around the y axis.
The angle, in radians, around the y axis.
The angle, in radians, around the z axis.
The angle, in radians, around the z axis.
Returns a new euler with the same parameters as this one.
Checks for strict equality between this euler and euler.
The other euler to compare this one against.
Assigns this euler's x angle to array[0], y angle to array[1], z angle to array[2]. Optionally assigns this euler's order to array[3].
An [[Array]] of length 3 or 4. The optional 4th argument corresponds to the order.
(optional) The offset in the array from which to start reading the euler.
Resets this euler transform to a new angle order by creating a quaternion from this euler and then setting this euler with the quaternion and the new order. This opertion discards revolution information.
The order of axes.
Sets the angles of this euler transform and optionally its order.
[[Float]] Angle in x axis in radians.
[[Float]] Angle in y axis in radians.
[[Float]] Angle in z axis in radians.
The order of axes, defaults to 'XYZ'.
Sets the angles of this euler transform from a normalized quaternion based on the orientation specified by order.
The Quaternion to set this euler from.
The order of axes, defaults to the current order of this euler.
Sets the angles of this euler transform from a pure rotation matrix based on the orientation specified by order.
a Matrix4 of which the upper left 3x3 components is a pure rotation matrix (i.e. unscaled).
The order of axes, defaults to the current order of this euler.
Returns an array of the form [x, y, z, order]
(optional) An [[Array]] to store the euler in.
(optional) The offset in the array from which to start writing the euler.
Creates an Euler object from the provided components and order.