eulerAngles

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

Extracts Euler angles in degrees from a rotation Mat4 in the specified order.

Return

Euler angles in degrees as a Float3

Parameters

m

the rotation matrix to decompose

order

the rotation order; defaults to RotationsOrder.ZYX


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.