Set this quaternion from the supplied euler angles (in radians) with rotation order ZYX. <p> This method is equivalent to calling: <code>rotationZ(angleZ).rotateY(angleY).rotateX(angleX)</code> <p> Reference: <a href="http://gamedev.stackexchange.com/questions/13436/glm-euler-angles-to-quaternion#answer-13446">this stackexchange answer</a>
@param angleX the angle in radians to rotate about x @param angleY the angle in radians to rotate about y @param angleZ the angle in radians to rotate about z @return this
See Implementation
Set this quaternion from the supplied euler angles (in radians) with rotation order ZYX. <p> This method is equivalent to calling: <code>rotationZ(angleZ).rotateY(angleY).rotateX(angleX)</code> <p> Reference: <a href="http://gamedev.stackexchange.com/questions/13436/glm-euler-angles-to-quaternion#answer-13446">this stackexchange answer</a>
@param angleX the angle in radians to rotate about x @param angleY the angle in radians to rotate about y @param angleZ the angle in radians to rotate about z @return this