From 675391d07f50d0067e7bab983433c6d86f5f8256 Mon Sep 17 00:00:00 2001 From: jjesswan Date: Tue, 7 May 2024 06:03:03 -0400 Subject: remove glm --- glm-master/doc/api/a00319.html | 1609 ---------------------------------------- 1 file changed, 1609 deletions(-) delete mode 100644 glm-master/doc/api/a00319.html (limited to 'glm-master/doc/api/a00319.html') diff --git a/glm-master/doc/api/a00319.html b/glm-master/doc/api/a00319.html deleted file mode 100644 index ba2ff98..0000000 --- a/glm-master/doc/api/a00319.html +++ /dev/null @@ -1,1609 +0,0 @@ - - - - - - -0.9.9 API documentation: GLM_GTX_euler_angles - - - - - - - - - - -
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GLM_GTX_euler_angles
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Include <glm/gtx/euler_angles.hpp> to use the features of this extension. -More...

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-Functions

template<typename T >
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 X-axis. More...
 
template<typename T >
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 Y-axis. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > derivedEulerAngleZ (T const &angleZ, T const &angularVelocityZ)
 Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Z-axis. More...
 
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 X. More...
 
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 (X * Y). More...
 
template<typename T >
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 (X * Y * X). More...
 
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 (X * Y * Z). More...
 
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 (X * Z). More...
 
template<typename T >
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 * Z * X). More...
 
template<typename T >
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 (X * Z * Y). More...
 
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 Y. More...
 
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 (Y * X). More...
 
template<typename T >
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 * X * Y). More...
 
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). More...
 
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 (Y * Z). More...
 
template<typename T >
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 (Y * Z * X). More...
 
template<typename T >
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 (Y * Z * Y). More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZ (T const &angleZ)
 Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z. More...
 
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 (Z * X). More...
 
template<typename T >
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 (Z * X * Y). More...
 
template<typename T >
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 (Z * X * Z). More...
 
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 (Z * Y). More...
 
template<typename T >
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 * Y * X). More...
 
template<typename T >
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 * Y * Z). More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleXYX (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. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleXYZ (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 Extracts the (X * Y * Z) Euler angles from the rotation matrix M. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleXZX (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. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleXZY (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. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleYXY (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. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleYXZ (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. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleYZX (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. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleYZY (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. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleZXY (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. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleZXZ (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. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleZYX (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. More...
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleZYZ (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. More...
 
template<typename T >
GLM_FUNC_DECL mat< 2, 2, T, defaultp > orientate2 (T const &angle)
 Creates a 2D 2 * 2 rotation matrix from an euler angle. More...
 
template<typename T >
GLM_FUNC_DECL mat< 3, 3, T, defaultp > orientate3 (T const &angle)
 Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 3, 3, T, Q > orientate3 (vec< 3, T, Q > const &angles)
 Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z). More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > orientate4 (vec< 3, T, Q > const &angles)
 Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > yawPitchRoll (T const &yaw, T const &pitch, T const &roll)
 Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). More...
 
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Detailed Description

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Include <glm/gtx/euler_angles.hpp> to use the features of this extension.

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Build matrices from Euler angles.

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Extraction of Euler angles from rotation matrix. Based on the original paper 2014 Mike Day - Extracting Euler Angles from a Rotation Matrix.

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Function Documentation

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::derivedEulerAngleX (T const & angleX,
T const & angularVelocityX 
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Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about X-axis.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::derivedEulerAngleY (T const & angleY,
T const & angularVelocityY 
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Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Y-axis.

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::derivedEulerAngleZ (T const & angleZ,
T const & angularVelocityZ 
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Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Z-axis.

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleX (T const & angleX)
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Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXY (T const & angleX,
T const & angleY 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXYX (T const & t1,
T const & t2,
T const & t3 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * X).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXYZ (T const & t1,
T const & t2,
T const & t3 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXZ (T const & angleX,
T const & angleZ 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXZX (T const & t1,
T const & t2,
T const & t3 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * X).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXZY (T const & t1,
T const & t2,
T const & t3 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * Y).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleY (T const & angleY)
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Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYX (T const & angleY,
T const & angleX 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYXY (T const & t1,
T const & t2,
T const & t3 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Y).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYXZ (T const & yaw,
T const & pitch,
T const & roll 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYZ (T const & angleY,
T const & angleZ 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYZX (T const & t1,
T const & t2,
T const & t3 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * X).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYZY (T const & t1,
T const & t2,
T const & t3 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * Y).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZ (T const & angleZ)
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Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZX (T const & angle,
T const & angleX 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZXY (T const & t1,
T const & t2,
T const & t3 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Y).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZXZ (T const & t1,
T const & t2,
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Z).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZY (T const & angleZ,
T const & angleY 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZYX (T const & t1,
T const & t2,
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * X).

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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZYZ (T const & t1,
T const & t2,
T const & t3 
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * Z).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleXYX (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
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Extracts the (X * Y * X) Euler angles from the rotation matrix M.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleXYZ (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
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Extracts the (X * Y * Z) Euler angles from the rotation matrix M.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleXZX (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
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Extracts the (X * Z * X) Euler angles from the rotation matrix M.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleXZY (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
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Extracts the (X * Z * Y) Euler angles from the rotation matrix M.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleYXY (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
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Extracts the (Y * X * Y) Euler angles from the rotation matrix M.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleYXZ (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
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Extracts the (Y * X * Z) Euler angles from the rotation matrix M.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleYZX (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
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Extracts the (Y * Z * X) Euler angles from the rotation matrix M.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleYZY (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
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Extracts the (Y * Z * Y) Euler angles from the rotation matrix M.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleZXY (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
)
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Extracts the (Z * X * Y) Euler angles from the rotation matrix M.

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See also
GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleZXZ (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
)
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Extracts the (Z * X * Z) Euler angles from the rotation matrix M.

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See also
GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleZYX (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
)
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Extracts the (Z * Y * X) Euler angles from the rotation matrix M.

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See also
GLM_GTX_euler_angles
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GLM_FUNC_DECL void glm::extractEulerAngleZYZ (mat< 4, 4, T, defaultp > const & M,
T & t1,
T & t2,
T & t3 
)
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Extracts the (Z * Y * Z) Euler angles from the rotation matrix M.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<2, 2, T, defaultp> glm::orientate2 (T const & angle)
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Creates a 2D 2 * 2 rotation matrix from an euler angle.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<3, 3, T, defaultp> glm::orientate3 (T const & angle)
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Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<3, 3, T, Q> glm::orientate3 (vec< 3, T, Q > const & angles)
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Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, Q> glm::orientate4 (vec< 3, T, Q > const & angles)
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).

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GLM_GTX_euler_angles
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GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::yawPitchRoll (T const & yaw,
T const & pitch,
T const & roll 
)
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Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).

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See also
GLM_GTX_euler_angles
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