euler Angles
fun eulerAngles(m: Mat4, order: RotationsOrder = RotationsOrder.ZYX): Float3
Content copied to clipboard
Get the Euler angles in degrees from a rotation Matrix
Parameters
m
The rotation matrix. Don't forget to extract the rotation with rotation if it's transposed
order
The order in which to apply rotations. Default is RotationsOrder.ZYX which means that the object will first be rotated around its Z axis, then its Y axis and finally its X axis.
fun eulerAngles(q: Quaternion, order: RotationsOrder = RotationsOrder.ZYX): Float3
Content copied to clipboard
Convert a Quaternion to Euler angles
Parameters
order
The order in which to apply rotations. Default is RotationsOrder.ZYX which means that the object will first be rotated around its Z axis, then its Y axis and finally its X axis.