Create a new instance.
Optional
x: number(optional) the angle of the x axis in radians. Default is 0.
Optional
y: number(optional) the angle of the y axis in radians. Default is 0.
Optional
z: number(optional) the angle of the z axis in radians. Default is 0.
Optional
order: IOrder(optional) a string representing the order that the rotations are applied, defaults to 'XYZ' (must be upper case).
The order in which to apply 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'. These must be in upper case.
Three.js 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).
Static
Readonly
DefaultStatic
Readonly
RotationRead-only flag to check if a given object is of type Euler.
The order in which to apply 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'. These must be in upper case.
Three.js 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 current value of the x component.
The current value of the y component.
The current value of the z component.
Update state from array. Assigns this euler's x angle to array[0]. Assigns this euler's y angle to array[1]. Assigns this euler's z angle to array[2]. Optionally assigns this euler's order to array[3].
This instance.
array of length 3 or 4. The optional 4th argument corresponds to the order.
Update state.
This instance.
the angle of the x axis in radians.
the angle of the y axis in radians.
the angle of the z axis in radians.
Optional
order: IOrdera string representing the order that the rotations are applied.
Update state from a quaternion.
This instance.
a normalized quaternion.
Optional
order: IOrder(optional) a string representing the order that the rotations are applied. Sets the angles of this euler transform from a normalized quaternion based on the orientation specified by order.
Optional
update: booleanCall onChange callback
Update state from rotation matrix.
This instance.
a Matrix4 of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
Optional
order: IOrder(optional) a string representing the order that the rotations are applied. Sets the angles of this euler transform from a pure rotation matrix based on the orientation specified by order.
Optional
update: booleanCall onChange callback
Create an array representation of this instance. Returns an array of the form [x, y, z, order ].
The array.
Optional
array: (number | IOrder)[]Vector3.
Optional
offset: number(optional) a string representing the order that the rotations are applied.
A class representing Euler Angles. Euler angles describe a rotational transformation by rotating an object on its various axes in specified amounts per axis, and a specified axis order.
Example