// rotates x and z according to the Sin and Cos of the radian specified public void RotateY(double yRadians) { Matrix3 rot = new Matrix3(); rot.SetRotateY(yRadians); Set(this * rot); }
public void RotateY(double radians) { Matrix3 m = new Matrix3(); m.SetRotateY(radians); Set(this * m); }
public void RotateY(double radiansY) { Matrix3 rotate = new Matrix3(); rotate.SetRotateY(radiansY); Set(this * rotate); }
void SetEuler(float pitch, float yaw, float roll) { Matrix3 x = new Matrix3(); Matrix3 y = new Matrix3(); Matrix3 z = new Matrix3(); x.SetRotateX(pitch); y.SetRotateY(yaw); z.SetRotateZ(roll); Set(z * y * x); }
public void SetEuler(float pitch, float yaw, float roll) { Matrix3 x = new Matrix3(); Matrix3 y = new Matrix3(); Matrix3 z = new Matrix3(); x.SetRotateX(pitch); y.SetRotateY(yaw); z.SetRotateZ(roll); // combine rotations in a specific order Set(z * y * x); }
// gets angles from origin points - more research to see how this is implemented public void SetEuler(float pitch, float yaw, float roll) { Matrix3 x = new Matrix3(); Matrix3 y = new Matrix3(); Matrix3 z = new Matrix3(); x.SetRotateX(pitch); y.SetRotateY(yaw); z.SetRotateZ(roll); // rotate in a certain order Set(z * y * x); }
// SetEuler --> Set rotation simultaneously using Vector3 public void SetEuler(Vector2 rotation) { Matrix3 x = new Matrix3(); Matrix3 y = new Matrix3(); x.SetRotateX(rotation.x); y.SetRotateY(rotation.y); Matrix3 result = y * x; m1 = result.m1; m2 = result.m2; m4 = result.m4; m5 = result.m5; }
// SetEuler --> Set rotation simultaneously using three floats public void SetEuler(float xRot, float yRot) { Matrix3 x = new Matrix3(); Matrix3 y = new Matrix3(); x.SetRotateX(xRot); y.SetRotateY(yRot); Matrix3 result = y * x; m1 = result.m1; m2 = result.m2; m4 = result.m4; m5 = result.m5; }