Back to class index
Quat[Class Summary]
x
y
z
w
identity[static][const]
nan[static][const]
ctor (+7 overloads)
WorldX()[const]
WorldY()[const]
WorldZ()[const]
Axis()[const]
Angle()[const]
Dot(rhs)[const]
LengthSq()[const]
Length()[const]
Normalize()
Normalized()[const]
IsNormalized(epsilon)[const]
IsInvertible(epsilon)[const]
IsFinite()[const]
Equals(rhs,epsilon)[const]
BitEquals(other)[const]
ptr() (+1 overload)
Inverse()
Inverted()[const]
InverseAndNormalize()
Conjugate()
Conjugated()[const]
Transform(x,y,z)[const] (+2 overloads)
Lerp(target,t)[const]
Slerp(target,t)[const]
AngleBetween(target)[const]
AxisFromTo(target)[const]
ToAxisAngle(...)[const] (+1 overload)
SetFromAxisAngle(...) (+1 overload)
Set(matrix) (+3 overloads)
ToEulerXYX()[const]
ToFloat3x3()[const]
ToFloat3x4()[const]
ToFloat4x4()[const] (+2 overloads)
ToString()[const]
ToString2()[const]
SerializeToString()[const]
SerializeToCodeString()[const]
operator*(rhs)[const] (+2 overloads)
operator/(rhs)[const]
operator+()[const]
Mul(rhs)[const] (+3 overloads)
Neg()[const]
Lerp(source,target,t)[static]
Slerp(source,target,t)[static]
SlerpVector(from,to,t)[static]
SlerpVectorAbs(...)[static]
LookAt(...)[static]
RotateX(angleRadians)[static]
RotateY(angleRadians)[static]
RotateZ(angleRadians)[static]
RotateAxisAngle(...)[static]
RotateFromTo(...)[static] (+2 overloads)
FromEuler***(x2,y,x)[static]
RandomRotation(lcg)[static]
FromString(str,outEndStr)[static] (+1 overload)

Quat::FromEuler***

Syntax

MUST_USE_RESULT Quat Quat::FromEulerXYX(float x2, float y, float x); [1 line of code]
MUST_USE_RESULT Quat Quat::FromEulerXZX(float x2, float z, float x); [1 lines of code]
MUST_USE_RESULT Quat Quat::FromEulerYXY(float y2, float x, float y); [1 lines of code]
MUST_USE_RESULT Quat Quat::FromEulerYZY(float y2, float z, float y); [1 lines of code]
MUST_USE_RESULT Quat Quat::FromEulerZXZ(float z2, float x, float z); [1 lines of code]
MUST_USE_RESULT Quat Quat::FromEulerZYZ(float z2, float y, float z); [1 lines of code]
MUST_USE_RESULT Quat Quat::FromEulerXYZ(float x, float y, float z); [1 lines of code]
MUST_USE_RESULT Quat Quat::FromEulerXZY(float x, float z, float y); [1 lines of code]
MUST_USE_RESULT Quat Quat::FromEulerYXZ(float y, float x, float z); [1 lines of code]
MUST_USE_RESULT Quat Quat::FromEulerYZX(float y, float z, float x); [1 lines of code]
MUST_USE_RESULT Quat Quat::FromEulerZXY(float z, float x, float y); [1 lines of code]
MUST_USE_RESULT Quat Quat::FromEulerZYX(float z, float y, float x); [1 lines of code]

Creates a new Quat from the given sequence of Euler rotation angles (in radians).

The FromEulerABC function returns a matrix M = A(a) * B(b) * C(c). Rotation C is applied first, followed by B and then A.