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Add functions eulerAngleXYZ and extractEulerAngleXYZ
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@ -114,6 +114,14 @@ namespace glm
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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 (X * Y * Z).
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> eulerAngleXYZ(
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T const & t1,
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T const & t2,
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T const & t3);
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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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@ -121,7 +129,7 @@ namespace glm
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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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/// 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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@ -150,6 +158,14 @@ namespace glm
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template <typename T, precision P>
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template <typename T, precision P>
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GLM_FUNC_DECL tmat4x4<T, P> orientate4(tvec3<T, P> const & angles);
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GLM_FUNC_DECL tmat4x4<T, P> orientate4(tvec3<T, P> const & angles);
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/// Extracts the (X * Y * Z) Euler angles from the rotation matrix M
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/// @see gtx_euler_angles
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template <typename T>
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GLM_FUNC_DECL void extractEulerAngleXYZ(tmat4x4<T, defaultp> & M,
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T & t1,
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T & t2,
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T & t3);
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/// @}
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/// @}
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}//namespace glm
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}//namespace glm
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@ -30,6 +30,8 @@
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/// @author Christophe Riccio
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/// @author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include "compatibility.hpp" // glm::atan2
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namespace glm
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namespace glm
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{
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{
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template <typename T>
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template <typename T>
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@ -157,7 +159,42 @@ namespace glm
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{
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{
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return eulerAngleZ(angleZ) * eulerAngleY(angleY);
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return eulerAngleZ(angleZ) * eulerAngleY(angleY);
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}
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleXYZ
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(
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T const & t1,
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T const & t2,
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T const & t3
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)
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{
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T c1 = glm::cos(-t1);
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T c2 = glm::cos(-t2);
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T c3 = glm::cos(-t3);
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T s1 = glm::sin(-t1);
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T s2 = glm::sin(-t2);
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T s3 = glm::sin(-t3);
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tmat4x4<T, defaultp> Result;
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Result[0][0] = c2 * c3;
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Result[0][1] =-c1 * s3 + s1 * s2 * c3;
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Result[0][2] = s1 * s3 + c1 * s2 * c3;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] = c2 * s3;
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Result[1][1] = c1 * c3 + s1 * s2 * s3;
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Result[1][2] =-s1 * c3 + c1 * s2 * s3;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] =-s2;
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Result[2][1] = s1 * c2;
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Result[2][2] = c1 * c2;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleYXZ
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleYXZ
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(
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(
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@ -284,4 +321,21 @@ namespace glm
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{
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{
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return yawPitchRoll(angles.z, angles.x, angles.y);
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return yawPitchRoll(angles.z, angles.x, angles.y);
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}
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}
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template <typename T>
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GLM_FUNC_DECL void extractEulerAngleXYZ(tmat4x4<T, defaultp> & M,
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T & t1,
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T & t2,
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T & t3)
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{
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float T1 = glm::atan2<T, defaultp>(M[2][1], M[2][2]);
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float C2 = glm::sqrt(M[0][0]*M[0][0] + M[1][0]*M[1][0]);
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float T2 = glm::atan2<T, defaultp>(-M[2][0], C2);
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float S1 = glm::sin(T1);
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float C1 = glm::cos(T1);
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float T3 = glm::atan2<T, defaultp>(S1*M[0][2] - C1*M[0][1], C1*M[1][1] - S1*M[1][2 ]);
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t1 = -T1;
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t2 = -T2;
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t3 = -T3;
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}
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}//namespace glm
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}//namespace glm
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