Build matrices from Euler angles. More...
Functions | |
template<typename valType > | |
detail::tmat4x4< valType > | eulerAngleX (valType const &angleX) |
template<typename valType > | |
detail::tmat4x4< valType > | eulerAngleXY (valType const &angleX, valType const &angleY) |
template<typename valType > | |
detail::tmat4x4< valType > | eulerAngleXZ (valType const &angleX, valType const &angleZ) |
template<typename valType > | |
detail::tmat4x4< valType > | eulerAngleY (valType const &angleY) |
template<typename valType > | |
detail::tmat4x4< valType > | eulerAngleYX (valType const &angleY, valType const &angleX) |
template<typename valType > | |
detail::tmat4x4< valType > | eulerAngleYXZ (valType const &yaw, valType const &pitch, valType const &roll) |
template<typename valType > | |
detail::tmat4x4< valType > | eulerAngleYZ (valType const &angleY, valType const &angleZ) |
template<typename valType > | |
detail::tmat4x4< valType > | eulerAngleZ (valType const &angleZ) |
template<typename valType > | |
detail::tmat4x4< valType > | eulerAngleZX (valType const &angleZ, valType const &angleX) |
template<typename valType > | |
detail::tmat4x4< valType > | eulerAngleZY (valType const &angleZ, valType const &angleY) |
template<typename T > | |
detail::tmat2x2< T > | orientate2 (T const &angle) |
template<typename T > | |
detail::tmat3x3< T > | orientate3 (detail::tvec3< T > const &angles) |
template<typename T > | |
detail::tmat3x3< T > | orientate3 (T const &angle) |
template<typename T > | |
detail::tmat4x4< T > | orientate4 (detail::tvec3< T > const &angles) |
template<typename valType > | |
detail::tmat4x4< valType > | yawPitchRoll (valType const &yaw, valType const &pitch, valType const &roll) |
Build matrices from Euler angles.
<glm/gtx/euler_angles.hpp> need to be included to use these functionalities.
detail::tmat4x4<valType> glm::gtx::euler_angles::eulerAngleX | ( | valType const & | angleX | ) |
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
From GLM_GTX_euler_angles extension.
detail::tmat4x4<valType> glm::gtx::euler_angles::eulerAngleXY | ( | valType const & | angleX, |
valType const & | angleY | ||
) |
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
From GLM_GTX_euler_angles extension.
detail::tmat4x4<valType> glm::gtx::euler_angles::eulerAngleXZ | ( | valType const & | angleX, |
valType const & | angleZ | ||
) |
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
From GLM_GTX_euler_angles extension.
detail::tmat4x4<valType> glm::gtx::euler_angles::eulerAngleY | ( | valType const & | angleY | ) |
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
From GLM_GTX_euler_angles extension.
detail::tmat4x4<valType> glm::gtx::euler_angles::eulerAngleYX | ( | valType const & | angleY, |
valType const & | angleX | ||
) |
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
From GLM_GTX_euler_angles extension.
detail::tmat4x4<valType> glm::gtx::euler_angles::eulerAngleYXZ | ( | valType const & | yaw, |
valType const & | pitch, | ||
valType const & | roll | ||
) |
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
From GLM_GTX_euler_angles extension.
detail::tmat4x4<valType> glm::gtx::euler_angles::eulerAngleYZ | ( | valType const & | angleY, |
valType const & | angleZ | ||
) |
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
From GLM_GTX_euler_angles extension.
detail::tmat4x4<valType> glm::gtx::euler_angles::eulerAngleZ | ( | valType const & | angleZ | ) |
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
From GLM_GTX_euler_angles extension.
detail::tmat4x4<valType> glm::gtx::euler_angles::eulerAngleZX | ( | valType const & | angleZ, |
valType const & | angleX | ||
) |
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
From GLM_GTX_euler_angles extension.
detail::tmat4x4<valType> glm::gtx::euler_angles::eulerAngleZY | ( | valType const & | angleZ, |
valType const & | angleY | ||
) |
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
From GLM_GTX_euler_angles extension.
detail::tmat2x2<T> glm::gtx::euler_angles::orientate2 | ( | T const & | angle | ) |
Creates a 2D 2 * 2 rotation matrix from an euler angle.
From GLM_GTX_euler_angles extension.
detail::tmat3x3<T> glm::gtx::euler_angles::orientate3 | ( | detail::tvec3< T > const & | angles | ) |
Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
From GLM_GTX_euler_angles extension.
detail::tmat3x3<T> glm::gtx::euler_angles::orientate3 | ( | T const & | angle | ) |
Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
From GLM_GTX_euler_angles extension.
detail::tmat4x4<T> glm::gtx::euler_angles::orientate4 | ( | detail::tvec3< T > const & | angles | ) |
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
From GLM_GTX_euler_angles extension.
detail::tmat4x4<valType> glm::gtx::euler_angles::yawPitchRoll | ( | valType const & | yaw, |
valType const & | pitch, | ||
valType const & | roll | ||
) |
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
From GLM_GTX_euler_angles extension.