<trclass="memdesc:ga82cd3b8a04943f1a0d1a562aff358dc8"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X. <ahref="a00190.html#ga82cd3b8a04943f1a0d1a562aff358dc8">More...</a><br/></td></tr>
<trclass="memitem:gaaedda1657a1aebe0a904d864b33844e8"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:gaaedda1657a1aebe0a904d864b33844e8"><tdclass="memTemplItemLeft"align="right"valign="top">GLM_FUNC_DECL tmat4x4< T, defaultp > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00190.html#gaaedda1657a1aebe0a904d864b33844e8">eulerAngleXYZ</a> (T const &t1, T const &t2, T const &t3)</td></tr>
<trclass="memdesc:gaaedda1657a1aebe0a904d864b33844e8"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z). <ahref="a00190.html#gaaedda1657a1aebe0a904d864b33844e8">More...</a><br/></td></tr>
<trclass="memdesc:gaeb193af1184bdf39c23636d756e1ff33"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y. <ahref="a00190.html#gaeb193af1184bdf39c23636d756e1ff33">More...</a><br/></td></tr>
<trclass="memitem:ga0242b5ab68651db70c6025815549427f"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:ga0242b5ab68651db70c6025815549427f"><tdclass="memTemplItemLeft"align="right"valign="top">GLM_FUNC_DECL tmat4x4< T, defaultp > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00190.html#ga0242b5ab68651db70c6025815549427f">eulerAngleYXZ</a> (T const &yaw, T const &pitch, T const &roll)</td></tr>
<trclass="memdesc:ga0242b5ab68651db70c6025815549427f"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). <ahref="a00190.html#ga0242b5ab68651db70c6025815549427f">More...</a><br/></td></tr>
<trclass="memdesc:gab59c4fe7f735568255cc19fddd3ddfcd"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z. <ahref="a00190.html#gab59c4fe7f735568255cc19fddd3ddfcd">More...</a><br/></td></tr>
<trclass="memdesc:gaef83cf40bd9ae780011b29970f16f622"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X). <ahref="a00190.html#gaef83cf40bd9ae780011b29970f16f622">More...</a><br/></td></tr>
<trclass="memdesc:ga02f037926568bbd12dfece3b28b20343"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y). <ahref="a00190.html#ga02f037926568bbd12dfece3b28b20343">More...</a><br/></td></tr>
<trclass="memitem:gad5838a4c87ce2b8ee4c4e17bd162fd14"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:gad5838a4c87ce2b8ee4c4e17bd162fd14"><tdclass="memTemplItemLeft"align="right"valign="top">GLM_FUNC_DECL void </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00190.html#gad5838a4c87ce2b8ee4c4e17bd162fd14">extractEulerAngleXYZ</a> (tmat4x4< T, defaultp > const &M, T &t1, T &t2, T &t3)</td></tr>
<trclass="memdesc:gad5838a4c87ce2b8ee4c4e17bd162fd14"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Extracts the (X * Y * Z) Euler angles from the rotation matrix M. <ahref="a00190.html#gad5838a4c87ce2b8ee4c4e17bd162fd14">More...</a><br/></td></tr>
<trclass="memdesc:ga6f465681cbbc575ad93a53ec918dacf3"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 2D 2 * 2 rotation matrix from an euler angle. <ahref="a00190.html#ga6f465681cbbc575ad93a53ec918dacf3">More...</a><br/></td></tr>
<trclass="memdesc:gab188e2526dea3c003e86e298f618085e"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle. <ahref="a00190.html#gab188e2526dea3c003e86e298f618085e">More...</a><br/></td></tr>
<trclass="memitem:ga33f0d790cecd8337ee83f8e3a8109b11"><tdclass="memTemplParams"colspan="2">template<typename T , precision P></td></tr>
<trclass="memitem:ga33f0d790cecd8337ee83f8e3a8109b11"><tdclass="memTemplItemLeft"align="right"valign="top">GLM_FUNC_DECL tmat3x3< T, P > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00190.html#ga33f0d790cecd8337ee83f8e3a8109b11">orientate3</a> (tvec3< T, P > const &angles)</td></tr>
<trclass="memdesc:ga33f0d790cecd8337ee83f8e3a8109b11"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z). <ahref="a00190.html#ga33f0d790cecd8337ee83f8e3a8109b11">More...</a><br/></td></tr>
<trclass="memitem:ga4e25c9468b6f002c76e9a2412bcfa503"><tdclass="memTemplParams"colspan="2">template<typename T , precision P></td></tr>
<trclass="memitem:ga4e25c9468b6f002c76e9a2412bcfa503"><tdclass="memTemplItemLeft"align="right"valign="top">GLM_FUNC_DECL tmat4x4< T, P > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00190.html#ga4e25c9468b6f002c76e9a2412bcfa503">orientate4</a> (tvec3< T, P > const &angles)</td></tr>
<trclass="memdesc:ga4e25c9468b6f002c76e9a2412bcfa503"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). <ahref="a00190.html#ga4e25c9468b6f002c76e9a2412bcfa503">More...</a><br/></td></tr>
<trclass="memitem:gaf9c8d0f1df88c5344165600774489bc5"><tdclass="memTemplParams"colspan="2">template<typename T ></td></tr>
<trclass="memitem:gaf9c8d0f1df88c5344165600774489bc5"><tdclass="memTemplItemLeft"align="right"valign="top">GLM_FUNC_DECL tmat4x4< T, defaultp > </td><tdclass="memTemplItemRight"valign="bottom"><aclass="el"href="a00190.html#gaf9c8d0f1df88c5344165600774489bc5">yawPitchRoll</a> (T const &yaw, T const &pitch, T const &roll)</td></tr>
<trclass="memdesc:gaf9c8d0f1df88c5344165600774489bc5"><tdclass="mdescLeft"> </td><tdclass="mdescRight">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). <ahref="a00190.html#gaf9c8d0f1df88c5344165600774489bc5">More...</a><br/></td></tr>
<dlclass="section see"><dt>See also</dt><dd><aclass="el"href="a00155.html"title="The core of GLM, which implements exactly and only the GLSL specification to the degree possible...">GLM Core</a> (dependence) </dd></dl>