/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net) /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell /// copies of the Software, and to permit persons to whom the Software is /// furnished to do so, subject to the following conditions: /// /// The above copyright notice and this permission notice shall be included in /// all copies or substantial portions of the Software. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN /// THE SOFTWARE. /// /// @ref gtx_euler_angles /// @file glm/gtx/euler_angles.hpp /// @date 2005-12-21 / 2011-06-07 /// @author Christophe Riccio /// /// @see core (dependence) /// @see gtc_half_float (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. /////////////////////////////////////////////////////////////////////////////////// #ifndef GLM_GTX_euler_angles #define GLM_GTX_euler_angles GLM_VERSION // 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 { /// @addtogroup gtx_euler_angles /// @{ /// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X. /// @see gtx_euler_angles template detail::tmat4x4 eulerAngleX( valType const & angleX); /// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y. /// @see gtx_euler_angles template detail::tmat4x4 eulerAngleY( valType const & angleY); /// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z. /// @see gtx_euler_angles template detail::tmat4x4 eulerAngleZ( valType const & angleZ); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y). /// @see gtx_euler_angles template detail::tmat4x4 eulerAngleXY( valType const & angleX, valType const & angleY); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X). /// @see gtx_euler_angles template detail::tmat4x4 eulerAngleYX( valType const & angleY, valType const & angleX); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z). /// @see gtx_euler_angles template detail::tmat4x4 eulerAngleXZ( valType const & angleX, valType const & angleZ); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X). /// @see gtx_euler_angles template detail::tmat4x4 eulerAngleZX( valType const & angleZ, valType const & angleX); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z). /// @see gtx_euler_angles template detail::tmat4x4 eulerAngleYZ( valType const & angleY, valType const & angleZ); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y). /// @see gtx_euler_angles template detail::tmat4x4 eulerAngleZY( valType const & angleZ, valType const & angleY); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). /// @see gtx_euler_angles template detail::tmat4x4 eulerAngleYXZ( valType const & yaw, valType const & pitch, valType const & roll); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). /// @see gtx_euler_angles template detail::tmat4x4 yawPitchRoll( valType const & yaw, valType const & pitch, valType const & roll); /// Creates a 2D 2 * 2 rotation matrix from an euler angle. /// @see gtx_euler_angles template detail::tmat2x2 orientate2(T const & angle); /// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle. /// @see gtx_euler_angles template detail::tmat3x3 orientate3(T const & angle); /// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z). /// @see gtx_euler_angles template detail::tmat3x3 orientate3(detail::tvec3 const & angles); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). /// @see gtx_euler_angles template detail::tmat4x4 orientate4(detail::tvec3 const & angles); /// @} }//namespace glm #include "euler_angles.inl" #endif//GLM_GTX_euler_angles