<ahref="a00023.html">Go to the documentation of this file.</a><divclass="fragment"><divclass="line"><aname="l00001"></a><spanclass="lineno"> 1</span> </div>
<divclass="line"><aname="l00019"></a><spanclass="lineno"> 19</span> <spanclass="preprocessor"># error "GLM: GLM_GTX_euler_angles is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."</span></div>
<divclass="line"><aname="l00074"></a><spanclass="lineno"> 74</span>  T <spanclass="keyword">const</span>&<aclass="code"href="a00160.html#gaaee6c856cae3217d274a240238cb6373">angle</a>,</div>
<divclass="line"><aname="l00075"></a><spanclass="lineno"> 75</span>  T <spanclass="keyword">const</span>& angleX);</div>
<divclass="line"><aname="l00103"></a><spanclass="lineno"> 103</span>  T <spanclass="keyword">const</span>&<aclass="code"href="a00160.html#ga53feffeb4001b99e36e216522e465e9e">yaw</a>,</div>
<divclass="line"><aname="l00104"></a><spanclass="lineno"> 104</span>  T <spanclass="keyword">const</span>&<aclass="code"href="a00160.html#ga9bd78e5fe153d07e39fb4c83e73dba73">pitch</a>,</div>
<divclass="line"><aname="l00105"></a><spanclass="lineno"> 105</span>  T <spanclass="keyword">const</span>&<aclass="code"href="a00160.html#ga3ff93afbd9cc29f2ad217f2228e8a95b">roll</a>);</div>
<divclass="line"><aname="l00111"></a><spanclass="lineno"> 111</span>  T <spanclass="keyword">const</span>&<aclass="code"href="a00160.html#ga53feffeb4001b99e36e216522e465e9e">yaw</a>,</div>
<divclass="line"><aname="l00112"></a><spanclass="lineno"> 112</span>  T <spanclass="keyword">const</span>&<aclass="code"href="a00160.html#ga9bd78e5fe153d07e39fb4c83e73dba73">pitch</a>,</div>
<divclass="line"><aname="l00113"></a><spanclass="lineno"> 113</span>  T <spanclass="keyword">const</span>&<aclass="code"href="a00160.html#ga3ff93afbd9cc29f2ad217f2228e8a95b">roll</a>);</div>
<divclass="ttc"id="a00179_html_ga4a044653f71a4ecec68e0b623382b48a"><divclass="ttname"><ahref="a00179.html#ga4a044653f71a4ecec68e0b623382b48a">glm::orientate4</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, Q > orientate4(vec< 3, T, Q > const &angles)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). </div></div>
<divclass="ttc"id="a00179_html_gafba6282e4ed3ff8b5c75331abfba3489"><divclass="ttname"><ahref="a00179.html#gafba6282e4ed3ff8b5c75331abfba3489">glm::eulerAngleX</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleX(T const &angleX)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X. </div></div>
<divclass="ttc"id="a00179_html_ga220379e10ac8cca55e275f0c9018fed9"><divclass="ttname"><ahref="a00179.html#ga220379e10ac8cca55e275f0c9018fed9">glm::eulerAngleYZ</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleYZ(T const &angleY, T const &angleZ)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z). </div></div>
<divclass="ttc"id="a00179_html_gab84bf4746805fd69b8ecbb230e3974c5"><divclass="ttname"><ahref="a00179.html#gab84bf4746805fd69b8ecbb230e3974c5">glm::eulerAngleY</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleY(T const &angleY)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y. </div></div>
<divclass="ttc"id="a00179_html_ga5b3935248bb6c3ec6b0d9297d406e251"><divclass="ttname"><ahref="a00179.html#ga5b3935248bb6c3ec6b0d9297d406e251">glm::eulerAngleZ</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZ(T const &angleZ)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z. </div></div>
<divclass="ttc"id="a00179_html_gae6aa26ccb020d281b449619e419a609e"><divclass="ttname"><ahref="a00179.html#gae6aa26ccb020d281b449619e419a609e">glm::yawPitchRoll</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, defaultp > yawPitchRoll(T const &yaw, T const &pitch, T const &roll)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). </div></div>
<divclass="ttc"id="a00179_html_gab8ba99a9814f6d9edf417b6c6d5b0c10"><divclass="ttname"><ahref="a00179.html#gab8ba99a9814f6d9edf417b6c6d5b0c10">glm::eulerAngleYXZ</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleYXZ(T const &yaw, T const &pitch, T const &roll)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). </div></div>
<divclass="ttc"id="a00179_html_gacea701562f778c1da4d3a0a1cf091000"><divclass="ttname"><ahref="a00179.html#gacea701562f778c1da4d3a0a1cf091000">glm::extractEulerAngleXYZ</a></div><divclass="ttdeci">GLM_FUNC_DECL void extractEulerAngleXYZ(mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)</div><divclass="ttdoc">Extracts the (X * Y * Z) Euler angles from the rotation matrix M. </div></div>
<divclass="ttc"id="a00179_html_ga4f57e6dd25c3cffbbd4daa6ef3f4486d"><divclass="ttname"><ahref="a00179.html#ga4f57e6dd25c3cffbbd4daa6ef3f4486d">glm::eulerAngleYX</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleYX(T const &angleY, T const &angleX)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X). </div></div>
<divclass="ttc"id="a00160_html_gaaee6c856cae3217d274a240238cb6373"><divclass="ttname"><ahref="a00160.html#gaaee6c856cae3217d274a240238cb6373">glm::angle</a></div><divclass="ttdeci">GLM_FUNC_DECL T angle(tquat< T, Q > const &x)</div><divclass="ttdoc">Returns the quaternion rotation angle. </div></div>
<divclass="ttc"id="a00160_html_ga9bd78e5fe153d07e39fb4c83e73dba73"><divclass="ttname"><ahref="a00160.html#ga9bd78e5fe153d07e39fb4c83e73dba73">glm::pitch</a></div><divclass="ttdeci">GLM_FUNC_DECL T pitch(tquat< T, Q > const &x)</div><divclass="ttdoc">Returns pitch value of euler angles expressed in radians. </div></div>
<divclass="ttc"id="a00160_html_ga53feffeb4001b99e36e216522e465e9e"><divclass="ttname"><ahref="a00160.html#ga53feffeb4001b99e36e216522e465e9e">glm::yaw</a></div><divclass="ttdeci">GLM_FUNC_DECL T yaw(tquat< T, Q > const &x)</div><divclass="ttdoc">Returns yaw value of euler angles expressed in radians. </div></div>
<divclass="ttc"id="a00179_html_ga483903115cd4059228961046a28d69b5"><divclass="ttname"><ahref="a00179.html#ga483903115cd4059228961046a28d69b5">glm::eulerAngleZX</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZX(T const &angle, T const &angleX)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X). </div></div>
<divclass="ttc"id="a00179_html_ga1975e0f0e9bed7f716dc9946da2ab645"><divclass="ttname"><ahref="a00179.html#ga1975e0f0e9bed7f716dc9946da2ab645">glm::eulerAngleXYZ</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleXYZ(T const &t1, T const &t2, T const &t3)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z). </div></div>
<divclass="ttc"id="a00179_html_ga400b2bd5984999efab663f3a68e1d020"><divclass="ttname"><ahref="a00179.html#ga400b2bd5984999efab663f3a68e1d020">glm::eulerAngleZY</a></div><divclass="ttdeci">GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZY(T const &angleZ, T const &angleY)</div><divclass="ttdoc">Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y). </div></div>
<divclass="ttc"id="a00160_html_ga3ff93afbd9cc29f2ad217f2228e8a95b"><divclass="ttname"><ahref="a00160.html#ga3ff93afbd9cc29f2ad217f2228e8a95b">glm::roll</a></div><divclass="ttdeci">GLM_FUNC_DECL T roll(tquat< T, Q > const &x)</div><divclass="ttdoc">Returns roll value of euler angles expressed in radians. </div></div>