WasmGPU.createTransform().setRotationFromEuler¶
Summary¶
WasmGPU.createTransform().setRotationFromEuler sets local orientation from Euler angles. Angles are interpreted in radians and converted to a quaternion internally. This is useful for UI sliders or human-readable orientation input. For simulation-grade pipelines, prefer direct quaternion APIs to avoid Euler composition ambiguity.
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);