0.9.6
Functions
GLM_GTX_euler_angles

Functions

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

GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL 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
GLM_FUNC_DECL tmat3x3<T, P> glm::orientate3 ( tvec3< T, P > const &  angles)

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

See also
GLM_GTX_euler_angles
GLM_FUNC_DECL tmat4x4<T, P> glm::orientate4 ( 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
GLM_FUNC_DECL 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