Returns the basis's rotation in the form of Euler angles
(in the YXZ convention: when *decomposing*, first Z, then X, and Y last).
The returned vector contains the rotation angles in
the format (X angle, Y angle, Z angle).
Consider using the
Quat method instead, which
returns a
Quat quaternion instead of Euler angles.
Namespace:
Godot
Assembly:
GodotSharp (in GodotSharp.dll) Version: 1.0.0
Syntax public Vector3 GetEuler()
Return Value
Type:
Vector3A Vector3 representing the basis rotation in Euler angles.
See Also