Summary

Euler angles. Unlike a <see cref="T:Rotation">Rotation</see>, Euler angles can represent multiple revolutions (rotations) around an axis, but suffer from issues like gimbal lock and lack of a defined "up" vector. Use <see cref="T:Rotation">Rotation</see> for most cases.

Fields

pitch The pitch component, typically up/down.
roll The roll component, basically rotation around the axis.
yaw The yaw component, typically left/right.

Properties

Forward The forward direction vector for this angle.
Normal Returns normalized version of this object, meaning the angle on each axis is normalized to range of (-180,180].

Methods

AsVector3 Return as a Vector3, where x = pitch etc
Clamped Returns clamped version of this object, meaning the angle on each axis is transformed to range of [0,360).
IsNearlyZero
LerpTo
SnapToGrid
ToRotation Converts these Euler angles to a rotation. The angles will be normalized.
WithPitch
WithRoll
WithYaw

Static Fields

Zero An angle constant that has all its values set to 0. Use this instead of making a static 0,0,0 object yourself.

Static Properties

Random Returns the angles of a uniformly random rotation.

Static Methods

AngleVector
ClampAngle
Lerp
NormalizeAngle
Parse
TryParse
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