Matrix4x3d.rotateZYX

Apply rotation of <code>angleZ</code> radians about the Z axis, followed by a rotation of <code>angleY</code> radians about the Y axis and followed by a rotation of <code>angleX</code> radians about the X axis. <p> When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise. <p> If <code>M</code> is <code>this</code> matrix and <code>R</code> the rotation matrix, then the new matrix will be <code>M * R</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * R * v</code>, the rotation will be applied first! <p> This method is equivalent to calling: <code>rotateZ(angleZ).rotateY(angleY).rotateX(angleX)</code>

@param angleZ the angle to rotate about Z @param angleY the angle to rotate about Y @param angleX the angle to rotate about X @return this

  1. Matrix4x3d rotateZYX(Vector3d angles)
  2. Matrix4x3d rotateZYX(double angleZ, double angleY, double angleX)
    struct Matrix4x3d
    ref return
    rotateZYX
    (
    double angleZ
    ,
    double angleY
    ,
    double angleX
    )
  3. Matrix4x3d rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest)

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