@sstorsveen/maths - v2.0.1
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    Function setInvRotYzxV

    • Sets the elements of the 4x4 matrix m so it becomes a 3D rotation matrix.

      The resulting matrix will rotate points around the x, z 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)

      Parameters

      • m: Mat4

        a 4x4 matrix object

      • a: Vec3

        a 3-element vector containing (inverse) x-, y- and z-axis rotations as angles in radians

      Returns Mat4

      m set to be a 3D rotation matrix