/// @ref gtx_euler_angles /// @file glm/gtx/euler_angles.hpp /// /// @see core (dependence) /// /// @defgroup gtx_euler_angles GLM_GTX_euler_angles /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Build matrices from Euler angles. /// /// Extraction of Euler angles from rotation matrix. /// Based on the original paper 2014 Mike Day - Extracting Euler Angles from a Rotation Matrix. #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 derived matrix from the rotation matrix about X-axis. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleX( T const & angleX, T const & angularVelocityX); /// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Y-axis. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleY( T const & angleY, T const & angularVelocityY); /// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Z-axis. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleZ( T const & angleZ, T const & angularVelocityZ); /// 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 (X * Z * X). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZX( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * X). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYX( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Y). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXY( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * Y). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZY( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYZ( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXZ( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * Y). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZY( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * X). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZX( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * X). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYX( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Y). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXY( 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> 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, Q> orientate3(vec<3, T, Q> 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, Q> orientate4(vec<3, T, Q> 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); /// Extracts the (Y * X * Z) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (X * Z * X) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (X * Y * X) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Y * X * Y) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Y * Z * Y) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Z * Y * Z) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Z * X * Z) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (X * Z * Y) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Y * Z * X) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Z * Y * X) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Z * X * Y) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// @} }//namespace glm #include "euler_angles.inl"