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Merge pull request #183 from dachziegel/0.9.6
added GLM_FUNC_DECL to avoid nvcc warnings #183
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commit
2e90c3e117
@ -211,6 +211,9 @@
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// CUDA
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// CUDA
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#elif defined(__CUDACC__)
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#elif defined(__CUDACC__)
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# if !defined(CUDA_VERSION) && !defined(GLM_FORCE_CUDA)
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# include <cuda.h> // make sure version is defined since nvcc does not define it itself!
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# endif
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# if CUDA_VERSION < 3000
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# if CUDA_VERSION < 3000
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# error "GLM requires CUDA 3.0 or higher"
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# error "GLM requires CUDA 3.0 or higher"
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# else
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# else
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@ -153,7 +153,7 @@ namespace detail
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T const & s);
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T const & s);
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template <typename T, precision P>
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template <typename T, precision P>
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tmat2x3<T, P> operator+ (
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GLM_FUNC_DECL tmat2x3<T, P> operator+ (
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tmat2x3<T, P> const & m1,
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tmat2x3<T, P> const & m1,
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tmat2x3<T, P> const & m2);
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tmat2x3<T, P> const & m2);
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@ -54,67 +54,67 @@ namespace glm
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleX(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleX(
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T const & angleX);
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T const & angleX);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleY(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleY(
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T const & angleY);
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T const & angleY);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleZ(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleZ(
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T const & angleZ);
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T const & angleZ);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleXY(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleXY(
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T const & angleX,
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T const & angleX,
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T const & angleY);
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T const & angleY);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleYX(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleYX(
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T const & angleY,
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T const & angleY,
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T const & angleX);
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T const & angleX);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleXZ(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleXZ(
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T const & angleX,
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T const & angleX,
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T const & angleZ);
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T const & angleZ);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleZX(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleZX(
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T const & angle,
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T const & angle,
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T const & angleX);
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T const & angleX);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleYZ(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleYZ(
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T const & angleY,
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T const & angleY,
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T const & angleZ);
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T const & angleZ);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleZY(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleZY(
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T const & angleZ,
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T const & angleZ,
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T const & angleY);
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T const & angleY);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleYXZ(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleYXZ(
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T const & yaw,
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T const & yaw,
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T const & pitch,
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T const & pitch,
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T const & roll);
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T const & roll);
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@ -122,7 +122,7 @@ namespace glm
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat4x4<T, defaultp> yawPitchRoll(
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GLM_FUNC_DECL detail::tmat4x4<T, defaultp> yawPitchRoll(
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T const & yaw,
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T const & yaw,
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T const & pitch,
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T const & pitch,
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T const & roll);
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T const & roll);
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@ -130,22 +130,22 @@ namespace glm
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/// Creates a 2D 2 * 2 rotation matrix from an euler angle.
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/// Creates a 2D 2 * 2 rotation matrix from an euler angle.
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat2x2<T, defaultp> orientate2(T const & angle);
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GLM_FUNC_DECL detail::tmat2x2<T, defaultp> orientate2(T const & angle);
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/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
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/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T>
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template <typename T>
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detail::tmat3x3<T, defaultp> orientate3(T const & angle);
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GLM_FUNC_DECL detail::tmat3x3<T, defaultp> orientate3(T const & angle);
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/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
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/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T, precision P>
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template <typename T, precision P>
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detail::tmat3x3<T, P> orientate3(detail::tvec3<T, P> const & angles);
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GLM_FUNC_DECL detail::tmat3x3<T, P> orientate3(detail::tvec3<T, P> const & angles);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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/// @see gtx_euler_angles
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/// @see gtx_euler_angles
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template <typename T, precision P>
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template <typename T, precision P>
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detail::tmat4x4<T, P> orientate4(detail::tvec3<T, P> const & angles);
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GLM_FUNC_DECL detail::tmat4x4<T, P> orientate4(detail::tvec3<T, P> const & angles);
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/// @}
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/// @}
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}//namespace glm
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}//namespace glm
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