euler_angles.hpp
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#pragma once
// Dependency:
#include "../glm.hpp"
#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
# pragma message("GLM: GLM_GTX_euler_angles extension included")
#endif
namespace glm
{
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleX(
T const & angleX);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleY(
T const & angleY);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleZ(
T const & angleZ);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleXY(
T const & angleX,
T const & angleY);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleYX(
T const & angleY,
T const & angleX);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleXZ(
T const & angleX,
T const & angleZ);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleZX(
T const & angle,
T const & angleX);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleYZ(
T const & angleY,
T const & angleZ);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleZY(
T const & angleZ,
T const & angleY);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleXYZ(
T const & t1,
T const & t2,
T const & t3);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleYXZ(
T const & yaw,
T const & pitch,
T const & roll);
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> yawPitchRoll(
T const & yaw,
T const & pitch,
T const & roll);
template <typename T>
GLM_FUNC_DECL tmat2x2<T, defaultp> orientate2(T const & angle);
template <typename T>
GLM_FUNC_DECL tmat3x3<T, defaultp> orientate3(T const & angle);
template <typename T, precision P>
GLM_FUNC_DECL tmat3x3<T, P> orientate3(tvec3<T, P> const & angles);
template <typename T, precision P>
GLM_FUNC_DECL tmat4x4<T, P> orientate4(tvec3<T, P> const & angles);
template <typename T>
GLM_FUNC_DECL void extractEulerAngleXYZ(tmat4x4<T, defaultp> & M,
T & t1,
T & t2,
T & t3);
}//namespace glm
#include "euler_angles.inl"
glm::eulerAngleZX
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleZX(T const &angle, T const &angleX)
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
glm::pitch
GLM_FUNC_DECL T pitch(tquat< T, P > const &x)
Returns pitch value of euler angles expressed in radians.
glm::orientate4
GLM_FUNC_DECL tmat4x4< T, P > orientate4(tvec3< T, P > const &angles)
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
glm::eulerAngleYZ
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleYZ(T const &angleY, T const &angleZ)
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
glm::eulerAngleYX
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleYX(T const &angleY, T const &angleX)
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
glm::extractEulerAngleXYZ
GLM_FUNC_DECL void extractEulerAngleXYZ(tmat4x4< T, defaultp > &M, T &t1, T &t2, T &t3)
Extracts the (X * Y * Z) Euler angles from the rotation matrix M.
glm::eulerAngleXY
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleXY(T const &angleX, T const &angleY)
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
glm::eulerAngleZY
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleZY(T const &angleZ, T const &angleY)
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
glm::orientate3
GLM_FUNC_DECL tmat3x3< T, P > orientate3(tvec3< T, P > const &angles)
Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
glm::orientate2
GLM_FUNC_DECL tmat2x2< T, defaultp > orientate2(T const &angle)
Creates a 2D 2 * 2 rotation matrix from an euler angle.
glm
Definition: _noise.hpp:40
glm::eulerAngleZ
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleZ(T const &angleZ)
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
glm::yawPitchRoll
GLM_FUNC_DECL tmat4x4< T, defaultp > yawPitchRoll(T const &yaw, T const &pitch, T const &roll)
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
glm::eulerAngleX
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleX(T const &angleX)
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
glm::angle
GLM_FUNC_DECL T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle.
glm::eulerAngleXZ
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleXZ(T const &angleX, T const &angleZ)
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
glm::yaw
GLM_FUNC_DECL T yaw(tquat< T, P > const &x)
Returns yaw value of euler angles expressed in radians.
glm::eulerAngleY
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleY(T const &angleY)
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
glm::eulerAngleXYZ
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleXYZ(T const &t1, T const &t2, T const &t3)
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z).
glm::eulerAngleYXZ
GLM_FUNC_DECL tmat4x4< T, defaultp > eulerAngleYXZ(T const &yaw, T const &pitch, T const &roll)
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
glm::roll
GLM_FUNC_DECL T roll(tquat< T, P > const &x)
Returns roll value of euler angles expressed in radians.