Sets the elements of the 4x4 matrix m so it becomes a 3D rotation matrix.
m
The resulting matrix will rotate points around the z, x and y axes (in that order) when multiplied by a column vector (see mulV).
mulV
For each axis, the direction of rotation will be clockwise for positive rotation values when the axis points towards the observer.
(A "right-handed" coordinate system is assumed, so the z-axis points towards the observer when the x-axis points right and the y-axis points up)
a 4x4 matrix object
a 3-element vector containing (inverse) x-, y- and z-axis rotations as angles in radians
m set to be a 3D rotation matrix
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Sets the elements of the 4x4 matrix
m
so it becomes a 3D rotation matrix.The resulting matrix will rotate points around the z, x and y axes (in that order) when multiplied by a column vector (see
mulV
).For each axis, the direction of rotation will be clockwise for positive rotation values when the axis points towards the observer.
(A "right-handed" coordinate system is assumed, so the z-axis points towards the observer when the x-axis points right and the y-axis points up)