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Fixed references to GLM_FORCE_RADIANS which was removed #642
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@ -251,7 +251,7 @@ namespace glm
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GLM_FUNC_DECL tquat<T, P> rotate(tquat<T, P> const & q, T const & angle, vec<3, T, P> const & axis);
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GLM_FUNC_DECL tquat<T, P> rotate(tquat<T, P> const & q, T const & angle, vec<3, T, P> const & axis);
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/// Returns euler angles, pitch as x, yaw as y, roll as z.
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/// Returns euler angles, pitch as x, yaw as y, roll as z.
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/// The result is expressed in radians if GLM_FORCE_RADIANS is defined or degrees otherwise.
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/// The result is expressed in radians.
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///
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///
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/// @see gtc_quaternion
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/// @see gtc_quaternion
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template<typename T, precision P>
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template<typename T, precision P>
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@ -42,7 +42,7 @@ namespace glm
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/// Builds a rotation 3 * 3 matrix created from an angle.
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/// Builds a rotation 3 * 3 matrix created from an angle.
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///
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///
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/// @param m Input matrix multiplied by this translation matrix.
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/// @param m Input matrix multiplied by this translation matrix.
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/// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is defined or degrees otherwise.
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/// @param angle Rotation angle expressed in radians.
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template<typename T, precision P>
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template<typename T, precision P>
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GLM_FUNC_QUALIFIER mat<3, 3, T, P> rotate(
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GLM_FUNC_QUALIFIER mat<3, 3, T, P> rotate(
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mat<3, 3, T, P> const& m,
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mat<3, 3, T, P> const& m,
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@ -35,7 +35,7 @@ namespace glm
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/// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle.
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/// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle.
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///
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///
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/// @param m Input matrix multiplied by this rotation matrix.
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/// @param m Input matrix multiplied by this rotation matrix.
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/// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param angle Rotation angle expressed in radians.
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/// @param axis Rotation axis, must be normalized.
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/// @param axis Rotation axis, must be normalized.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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///
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///
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@ -52,7 +52,7 @@ namespace glm
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/// Rotates a quaternion from a vector of 3 components normalized axis and an angle.
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/// Rotates a quaternion from a vector of 3 components normalized axis and an angle.
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///
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///
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/// @param q Source orientation
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/// @param q Source orientation
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/// @param angle Angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param angle Angle expressed in radians.
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/// @param axis Normalized axis of the rotation, must be normalized.
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/// @param axis Normalized axis of the rotation, must be normalized.
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///
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///
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/// @see gtx_rotate_normalized_axis
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/// @see gtx_rotate_normalized_axis
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@ -78,6 +78,7 @@ glm::mat4 camera(float Translate, glm::vec2 const & Rotate)
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- Fixed intersectRayTriangle #6
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- Fixed intersectRayTriangle #6
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- Fixed dual quaternion != operator #629
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- Fixed dual quaternion != operator #629
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- Fixed usused variable warning in GTX_spline #618
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- Fixed usused variable warning in GTX_spline #618
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- Fixed references to GLM_FORCE_RADIANS which was removed #642
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#### Deprecation:
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#### Deprecation:
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- Requires Visual Studio 2013, GCC 4.7, Clang 3.4, Cuda 7, ICC 2013 or a C++11 compiler
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- Requires Visual Studio 2013, GCC 4.7, Clang 3.4, Cuda 7, ICC 2013 or a C++11 compiler
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