eulerAngles

fun eulerAngles(m: Mat4, order: RotationsOrder = RotationsOrder.ZYX): Float3

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

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.