@woosh/meep-engine
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Pure JavaScript game engine. Fully featured and production ready.
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TypeScript
/**
*
* returns the Euler-angles of the rotation matrix \c *this using the convention defined by the triplet (`a0`,`a1`,`a2`)
*
* Each of the three parameters `a0`, `a1`, `a2` represents the respective rotation axis as an integer in {0,1,2}.
* For instance, in:
* ```
* Vector3f ea = mat.eulerAngles(2, 0, 2);
* ```
* "2" represents the z axis and "0" the x axis, etc. The returned angles are such that
* we have the following equality:
* ```
* mat == AngleAxisf(ea[0], Vector3f::UnitZ())
* * AngleAxisf(ea[1], Vector3f::UnitX())
* * AngleAxisf(ea[2], Vector3f::UnitZ());
* ```
* This corresponds to the right-multiply conventions (with right hand side frames).
*
* The returned angles are in the ranges [0:pi]x[-pi:pi]x[-pi:pi].
* NOTE: ported from Eigen C++ library
*
* @see https://gitlab.com/libeigen/eigen/-/blob/master/Eigen/src/Geometry/EulerAngles.h
* @see https://stackoverflow.com/questions/11514063/extract-yaw-pitch-and-roll-from-a-rotationmatrix
*
* @param {number[]} output
* @param {number[]|Float32Array|mat4} m4 source matrix to extract rotation from
* @param {number} a0 axis index (0 = X, 1 = Y, 2 = Z)
* @param {number} a1 axis index
* @param {number} a2 axis index
*/
export function eulerAnglesFromMatrix(output: number[], m4: number[] | Float32Array | mat4, a0: number, a1: number, a2: number): void;
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