float3x3 float3x3::FromEulerYZX(float y, float z, float x) { float3x3 r; Set3x3PartRotateEulerYZX(r, y, z, x); assert(r.Equals(float3x3::RotateY(y) * float3x3::RotateZ(z) * float3x3::RotateX(x))); return r; }
float3x4 float3x4::FromEulerYZX(float y, float z, float x) { float3x4 r; r.SetTranslatePart(0,0,0); Set3x3PartRotateEulerYZX(r, y, z, x); assume(r.Equals(float3x4::RotateY(y) * float3x4::RotateZ(z) * float3x4::RotateX(x))); return r; }