glSpline/glm/gtx/euler_angles.hpp

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2018-09-12 18:53:34 +02:00
/// @ref gtx_euler_angles
/// @file glm/gtx/euler_angles.hpp
///
/// @see core (dependence)
///
/// @defgroup gtx_euler_angles GLM_GTX_euler_angles
/// @ingroup gtx
///
/// @brief Build matrices from Euler angles.
///
/// <glm/gtx/euler_angles.hpp> need to be included to use these functionalities.
#pragma once
// Dependency:
#include "../glm.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_euler_angles is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
#endif
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_euler_angles extension included")
#endif
namespace glm
{
/// @addtogroup gtx_euler_angles
/// @{
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleX(
T const & angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleY(
T const & angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZ(
T const & angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXY(
T const & angleX,
T const & angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYX(
T const & angleY,
T const & angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZ(
T const & angleX,
T const & angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZX(
T const & angle,
T const & angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZ(
T const & angleY,
T const & angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZY(
T const & angleZ,
T const & angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYZ(
T const & t1,
T const & t2,
T const & t3);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, 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).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> yawPitchRoll(
T const & yaw,
T const & pitch,
T const & roll);
/// Creates a 2D 2 * 2 rotation matrix from an euler angle.
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<2, 2, T, defaultp> orientate2(T const & angle);
/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<3, 3, T, defaultp> orientate3(T const & angle);
/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template<typename T, precision P>
GLM_FUNC_DECL mat<3, 3, T, P> orientate3(vec<3, T, P> const & angles);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template<typename T, precision P>
GLM_FUNC_DECL mat<4, 4, T, P> orientate4(vec<3, T, P> const & angles);
/// Extracts the (X * Y * Z) Euler angles from the rotation matrix M
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const & M,
T & t1,
T & t2,
T & t3);
/// @}
}//namespace glm
#include "euler_angles.inl"