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<h1>[name]</h1>
<p class="desc">
A class representing [link:http://en.wikipedia.org/wiki/Euler_angles Euler Angles].<br /><br />
Euler angles describe a rotational transformation by rotating an object on its various
axes in specified amounts per axis, and a specified axis order.
</p>
<p>
Iterating through a [name] instance will yield its components (x, y, z, order) in the corresponding order.
</p>
<h2>Code Example</h2>
<code>const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
const b = new THREE.Vector3( 1, 0, 1 );
b.applyEuler(a);
</code>
<h2>Constructor</h2>
<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
<p>
[page:Float x] - (optional) the angle of the x axis in radians. Default is `0`.<br />
[page:Float y] - (optional) the angle of the y axis in radians. Default is `0`.<br />
[page:Float z] - (optional) the angle of the z axis in radians. Default is `0`.<br />
[page:String order] - (optional) a string representing the order that the rotations are applied,
defaults to 'XYZ' (must be upper case).<br /><br />
</p>
<h2>Properties</h2>
<h3>[property:Boolean isEuler]</h3>
<p>
Read-only flag to check if a given object is of type [name].
</p>
<h3>[property:String order]</h3>
<p>
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.<br /><br />
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).<br /><br />
</p>
<h3>[property:Float x]</h3>
<p>
The current value of the x component.<br /><br />
</p>
<h3>[property:Float y]</h3>
<p>
The current value of the y component.<br /><br />
</p>
<h3>[property:Float z]</h3>
<p>
The current value of the z component.<br /><br />
</p>
<h2>Methods</h2>
<h3>[method:this copy]( [param:Euler euler] )</h3>
<p>Copies value of [page:Euler euler] to this euler.</p>
<h3>[method:Euler clone]()</h3>
<p>Returns a new Euler with the same parameters as this one.</p>
<h3>[method:Boolean equals]( [param:Euler euler] )</h3>
<p>Checks for strict equality of this euler and [page:Euler euler].</p>
<h3>[method:this fromArray]( [param:Array array] )</h3>
<p>
[page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].<br /><br />
Assigns this euler's [page:.x x] angle to `array[0]`. <br />
Assigns this euler's [page:.y y] angle to `array[1]`. <br />
Assigns this euler's [page:.z z] angle to `array[2]`. <br />
Optionally assigns this euler's [page:.order order] to `array[3]`.
</p>
<h3>[method:this reorder]( [param:String newOrder] )</h3>
<p>
Resets the euler angle with a new order by creating a quaternion from this euler angle
and then setting this euler angle with the quaternion and the new order. <br /><br />
<em>*Warning*: this discards revolution information.</em>
</p>
<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
<p>
[page:.x x] - the angle of the x axis in radians.<br />
[page:.y y] - the angle of the y axis in radians.<br />
[page:.z z] - the angle of the z axis in radians.<br />
[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
Sets the angles of this euler transform and optionally the [page:.order order].
</p>
<h3>[method:this setFromRotationMatrix]( [param:Matrix4 m], [param:String order] )</h3>
<p>
[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
Sets the angles of this euler transform from a pure rotation matrix based on the orientation
specified by order.
</p>
<h3>[method:this setFromQuaternion]( [param:Quaternion q], [param:String order] )</h3>
<p>
[page:Quaternion q] - a normalized quaternion.<br />
[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
Sets the angles of this euler transform from a normalized quaternion based on the orientation
specified by [page:.order order].
</p>
<h3>[method:this setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
<p>
[page:Vector3 vector] - [page:Vector3].<br />
[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
Set the [page:.x x], [page:.y y] and [page:.z z], and optionally update the [page:.order order].
</p>
<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
<p>
[page:Array array] - (optional) array to store the euler in.<br />
[page:Integer offset] (optional) offset in the array.<br />
Returns an array of the form [[page:.x x], [page:.y y], [page:.z z], [page:.order order ]].
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
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