GLM  0.9.5
Functions
GLM_GTX_euler_angles

Functions

template<typename T >
detail::tmat4x4< T, defaultp > eulerAngleX (T const &angleX)
 
template<typename T >
detail::tmat4x4< T, defaultp > eulerAngleXY (T const &angleX, T const &angleY)
 
template<typename T >
detail::tmat4x4< T, defaultp > eulerAngleXZ (T const &angleX, T const &angleZ)
 
template<typename T >
detail::tmat4x4< T, defaultp > eulerAngleY (T const &angleY)
 
template<typename T >
detail::tmat4x4< T, defaultp > eulerAngleYX (T const &angleY, T const &angleX)
 
template<typename T >
detail::tmat4x4< T, defaultp > eulerAngleYXZ (T const &yaw, T const &pitch, T const &roll)
 
template<typename T >
detail::tmat4x4< T, defaultp > eulerAngleYZ (T const &angleY, T const &angleZ)
 
template<typename T >
detail::tmat4x4< T, defaultp > eulerAngleZ (T const &angleZ)
 
template<typename T >
detail::tmat4x4< T, defaultp > eulerAngleZX (T const &angle, T const &angleX)
 
template<typename T >
detail::tmat4x4< T, defaultp > eulerAngleZY (T const &angleZ, T const &angleY)
 
template<typename T >
detail::tmat2x2< T, defaultp > orientate2 (T const &angle)
 
template<typename T >
detail::tmat3x3< T, defaultp > orientate3 (T const &angle)
 
template<typename T , precision P>
detail::tmat3x3< T, P > orientate3 (detail::tvec3< T, P > const &angles)
 
template<typename T , precision P>
detail::tmat4x4< T, P > orientate4 (detail::tvec3< T, P > const &angles)
 
template<typename T >
detail::tmat4x4< T, defaultp > yawPitchRoll (T const &yaw, T const &pitch, T const &roll)
 

Detailed Description

Build matrices from Euler angles.

<glm/gtx/euler_angles.hpp> need to be included to use these functionalities.

Function Documentation

detail::tmat4x4<T, defaultp> glm::eulerAngleX ( T const &  angleX)

Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.

See Also
GLM_GTX_euler_angles
detail::tmat4x4<T, defaultp> glm::eulerAngleXY ( T const &  angleX,
T const &  angleY 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).

See Also
GLM_GTX_euler_angles
detail::tmat4x4<T, defaultp> glm::eulerAngleXZ ( T const &  angleX,
T const &  angleZ 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).

See Also
GLM_GTX_euler_angles
detail::tmat4x4<T, defaultp> glm::eulerAngleY ( T const &  angleY)

Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.

See Also
GLM_GTX_euler_angles
detail::tmat4x4<T, defaultp> glm::eulerAngleYX ( T const &  angleY,
T const &  angleX 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).

See Also
GLM_GTX_euler_angles
detail::tmat4x4<T, defaultp> glm::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 Also
GLM_GTX_euler_angles
detail::tmat4x4<T, defaultp> glm::eulerAngleYZ ( T const &  angleY,
T const &  angleZ 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).

See Also
GLM_GTX_euler_angles
detail::tmat4x4<T, defaultp> glm::eulerAngleZ ( T const &  angleZ)

Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.

See Also
GLM_GTX_euler_angles
detail::tmat4x4<T, defaultp> glm::eulerAngleZX ( T const &  angle,
T const &  angleX 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).

See Also
GLM_GTX_euler_angles
detail::tmat4x4<T, defaultp> glm::eulerAngleZY ( T const &  angleZ,
T const &  angleY 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).

See Also
GLM_GTX_euler_angles
detail::tmat2x2<T, defaultp> glm::orientate2 ( T const &  angle)

Creates a 2D 2 * 2 rotation matrix from an euler angle.

See Also
GLM_GTX_euler_angles
detail::tmat3x3<T, defaultp> glm::orientate3 ( T const &  angle)

Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.

See Also
GLM_GTX_euler_angles
detail::tmat3x3<T, P> glm::orientate3 ( detail::tvec3< T, P > const &  angles)

Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).

See Also
GLM_GTX_euler_angles
detail::tmat4x4<T, P> glm::orientate4 ( detail::tvec3< T, P > const &  angles)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).

See Also
GLM_GTX_euler_angles
detail::tmat4x4<T, defaultp> glm::yawPitchRoll ( T const &  yaw,
T const &  pitch,
T const &  roll 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).

See Also
GLM_GTX_euler_angles