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    Method EulerZXY

    EulerZXY(float3)

    Returns a quaternion constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin. This is the default order rotation order in Unity.

    Declaration
    public static quaternion EulerZXY(float3 xyz)
    Parameters
    Type Name Description
    float3 xyz

    A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.

    Returns
    Type Description
    quaternion

    The quaternion representing the Euler angle rotation in z-x-y order.

    EulerZXY(Single, Single, Single)

    Returns a quaternion constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin. This is the default order rotation order in Unity.

    Declaration
    public static quaternion EulerZXY(float x, float y, float z)
    Parameters
    Type Name Description
    Single x

    The rotation angle around the x-axis in radians.

    Single y

    The rotation angle around the y-axis in radians.

    Single z

    The rotation angle around the z-axis in radians.

    Returns
    Type Description
    quaternion

    The quaternion representing the Euler angle rotation in z-x-y order.

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