createTransform#setRotationFromEuler¶
Summary¶
createTransform#setRotationFromEuler sets local orientation from Euler angles.
Angles are interpreted in radians and set the equivalent quaternion rotation.
The conversion composes the axis quaternions in X * Y * Z multiplication order.
This is useful for UI sliders or human-readable orientation input.
For simulation pipelines, prefer direct quaternion APIs when this fixed composition order is not the intended convention.
Syntax¶
WasmGPU.createTransform().setRotationFromEuler(x: number, y: number, z: number): this
const result = transform.setRotationFromEuler(rx, ry, rz);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
x |
number |
Yes | Euler rotation around X axis in radians. |
y |
number |
Yes | Euler rotation around Y axis in radians. |
z |
number |
Yes | Euler rotation around Z axis in radians. |
Returns¶
this - Returns the same transform after quaternion conversion.
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const t = wgpu.createTransform();
const pitch = -0.2;
const yaw = Math.PI / 4;
const roll = 0.05;
console.log(t.setRotationFromEuler(pitch, yaw, roll).rotation);