/// @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. /// /// 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// @} }//namespace glm #include "euler_angles.inl"