# [name]

A class representing [link:http://en.wikipedia.org/wiki/Euler_angles Euler Angles].
Euler angles describe a rotational transformation by rotating an object on its various axes in specified amounts per axis, and a specified axis order.

## Example

`var a = new THREE.Euler( 0, 1, 1.57, 'XYZ' ); var b = new THREE.Vector3( 1, 0, 1 ); b.applyEuler(a);`

## Constructor

### [name]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )

[page:Float x] - (optional) the angle of the x axis in radians. Default is *0*.
[page:Float y] - (optional) the angle of the y axis in radians. Default is *0*.
[page:Float z] - (optional) the angle of the z axis in radians. Default is *0*.
[page:String order] - (optional) a string representing the order that the rotations are applied, defaults to 'XYZ' (must be upper case).

## Properties

### [property:Boolean isEuler]

Used to check whether this or derived classes are Eulers. Default is *true*.
You should not change this, as it used internally for optimisation.

### [property:String order]

The order in which to apply rotations. Default is 'XYZ', which means that the object will first be rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are: 'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'. These must be in upper case.
Three.js uses intrinsic Tait-Bryan angles. This means that rotations are performed with respect to the local coordinate system. That is, for order 'XYZ', the rotation is first around the local-X axis (which is the same as the world-X axis), then around local-Y (which may now be different from the world Y-axis), then local-Z (which may be different from the world Z-axis).

### [property:Float x]

The current value of the x component.

### [property:Float y]

The current value of the y component.

### [property:Float z]

The current value of the z component.

## Methods

### [method:Euler copy]( [param:Euler euler] )

Copies value of [page:Euler euler] to this euler.

### [method:Euler clone]()

Returns a new Euler with the same parameters as this one.

### [method:Boolean equals]( [param:Euler euler] )

Checks for strict equality of this euler and [page:Euler euler].

### [method:Euler fromArray]( [param:Array array] )

[page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].
Assigns this euler's [page:.x x] angle to array[0].
Assigns this euler's [page:.y y] angle to array[1].
Assigns this euler's [page:.z z] angle to array[2].
Optionally assigns this euler's [page:.order order] to array[3].

### [method:Euler reorder]( [param:String newOrder] )

Resets the euler angle with a new order by creating a quaternion from this euler angle and then setting this euler angle with the quaternion and the new order.
WARNING: this discards revolution information.

### [method:Euler set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )

[page:.x x] - the angle of the x axis in radians.
[page:.y y] - the angle of the y axis in radians.
[page:.z z] - the angle of the z axis in radians.
[page:.order order] - (optional) a string representing the order that the rotations are applied.
Sets the angles of this euler transform and optionally the [page:.order order].

### [method:Euler setFromRotationMatrix]( [param:Matrix4 m], [param:String order] )

[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure [link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).
[page:.order order] - (optional) a string representing the order that the rotations are applied.
Sets the angles of this euler transform from a pure rotation matrix based on the orientation specified by order.

### [method:Euler setFromQuaternion]( [param:Quaternion q], [param:String order] )

[page:Quaternion q] - a normalized quaternion.
[page:.order order] - (optional) a string representing the order that the rotations are applied.
Sets the angles of this euler transform from a normalized quaternion based on the orientation specified by [page:.order order].

### [method:Euler setFromVector3]( [param:Vector3 vector], [param:String order] )

[page:Vector3 vector] - [page:Vector3].
[page:.order order] - (optional) a string representing the order that the rotations are applied.
Set the [page:.x x], [page:.y y] and [page:.z z], and optionally update the [page:.order order].

### [method:Array toArray]( [param:Array array], [param:Integer offset] )

[page:Array array] - (optional) array to store the euler in.
[page:Integer offset] (optional) offset in the array.
Returns an array of the form [[page:.x x], [page:.y y], [page:.z z], [page:.order order ]].

### [method:Vector3 toVector3]( [param:Vector3 optionalResult] )

[page:Vector3 optionalResult] — (optional) If specified, the result will be copied into this Vector, otherwise a new one will be created.
Returns the Euler's [page:.x x], [page:.y y] and [page:.z z] properties as a [page:Vector3].

## Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]