GLM
0.9.5
|
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) |
Build matrices from Euler angles.
<glm/gtx/euler_angles.hpp> need to be included to use these functionalities.
detail::tmat4x4<T, defaultp> glm::eulerAngleX | ( | T const & | angleX | ) |
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
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).
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).
detail::tmat4x4<T, defaultp> glm::eulerAngleY | ( | T const & | angleY | ) |
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
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).
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).
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).
detail::tmat4x4<T, defaultp> glm::eulerAngleZ | ( | T const & | angleZ | ) |
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
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).
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).
detail::tmat2x2<T, defaultp> glm::orientate2 | ( | T const & | angle | ) |
Creates a 2D 2 * 2 rotation matrix from an euler angle.
detail::tmat3x3<T, defaultp> glm::orientate3 | ( | T const & | angle | ) |
Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
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).
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).
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).