glm/glm/gtx/euler_angles.hpp

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///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
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/// @ref gtx_euler_angles
/// @file glm/gtx/euler_angles.hpp
/// @date 2005-12-21 / 2011-06-07
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/// @author Christophe Riccio
///
/// @see core (dependence)
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/// @see gtc_half_float (dependence)
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///
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/// @defgroup gtx_euler_angles GLM_GTX_euler_angles: Matrix from euler angles
/// @ingroup gtx
///
/// @brief Build matrices from Euler angles.
///
/// <glm/gtx/euler_angles.hpp> need to be included to use these functionalities.
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef GLM_GTX_euler_angles
#define GLM_GTX_euler_angles GLM_VERSION
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// Dependency:
#include "../glm.hpp"
#include "../gtc/half_float.hpp"
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#if(defined(GLM_MESSAGES) && !defined(glm_ext))
# pragma message("GLM: GLM_GTX_euler_angles extension included")
#endif
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namespace glm
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{
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/// @addtogroup gtx_euler_angles
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/// @{
//! Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleX(
valType const & angleX);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleY(
valType const & angleY);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleZ(
valType const & angleZ);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleXY(
valType const & angleX,
valType const & angleY);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleYX(
valType const & angleY,
valType const & angleX);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleXZ(
valType const & angleX,
valType const & angleZ);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleZX(
valType const & angleZ,
valType const & angleX);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleYZ(
valType const & angleY,
valType const & angleZ);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> eulerAngleZY(
valType const & angleZ,
valType const & angleY);
//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
//! From GLM_GTX_euler_angles extension.
template <typename valType>
detail::tmat4x4<valType> 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.
template <typename valType>
detail::tmat4x4<valType> yawPitchRoll(
valType const & yaw,
valType const & pitch,
valType const & roll);
//! Creates a 2D 2 * 2 rotation matrix from an euler angle.
//! From GLM_GTX_euler_angles extension.
template <typename T>
detail::tmat2x2<T> orientate2(T const & angle);
//! Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
//! From GLM_GTX_euler_angles extension.
template <typename T>
detail::tmat3x3<T> orientate3(T const & angle);
//! Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
//! From GLM_GTX_euler_angles extension.
template <typename T>
detail::tmat3x3<T> orientate3(detail::tvec3<T> const & angles);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
//! From GLM_GTX_euler_angles extension.
template <typename T>
detail::tmat4x4<T> orientate4(detail::tvec3<T> const & angles);
/// @}
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}//namespace glm
#include "euler_angles.inl"
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#endif//GLM_GTX_euler_angles