OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2005-12-21
// Updated : 2007-08-14
// Licence : This source is under MIT License
// File : glm/gtx/euler_angles.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
// Dependency:
// - GLM core
// - GLM_GTC_half_float
///////////////////////////////////////////////////////////////////////////////////////////////////
// ToDo:
// - mat2 mat2GTX(const vec2& angles) undefined
// - mat3 mat3GTX(const vec2& angles) undefined
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtx_euler_angles
#define glm_gtx_euler_angles
// Dependency:
#include "../glm.hpp"
#include "../gtc/half_float.hpp"
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
# pragma message("GLM: GLM_GTX_euler_angles extension included")
#endif
namespace glm{
namespace gtx
{
/// @addtogroup gtx_euler_angles
/// @{
//! Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleX(
valType const & angleX);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleY(
valType const & angleY);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleZ(
valType const & angleZ);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleXY(
valType const & angleX,
valType const & angleY);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleYX(
valType const & angleY,
valType const & angleX);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleXZ(
valType const & angleX,
valType const & angleZ);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleZX(
valType const & angleZ,
valType const & angleX);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleYZ(
valType const & angleY,
valType const & angleZ);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleZY(
valType const & angleZ,
valType const & angleY);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleYXZ(
valType const & yaw,
valType const & pitch,
valType const & roll);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> yawPitchRoll(
valType const & yaw,
valType const & pitch,
valType const & roll);
//! Creates a 2D 2 * 2 rotation matrix from an euler angle.
//! From GLM_GTX_euler_angles extension.
template <typename T>
detail::tmat2x2<T> orientate2(T const & angle);
//! Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
//! From GLM_GTX_euler_angles extension.
template <typename T>
detail::tmat3x3<T> orientate3(T const & angle);
//! Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
//! From GLM_GTX_euler_angles extension.
template <typename T>
detail::tmat3x3<T> orientate3(detail::tvec3<T> const & angles);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
//! From GLM_GTX_euler_angles extension.
template <typename T>
detail::tmat4x4<T> orientate4(detail::tvec3<T> const & angles);
/// @}
}//namespace gtx
}//namespace glm
#include "euler_angles.inl"
#endif//glm_gtx_euler_angles