/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2013-10-25 // Updated : 2014-01-11 // Licence : This source is under MIT licence // File : test/gtx/euler_angle.cpp /////////////////////////////////////////////////////////////////////////////////////////////////// // Code sample from Filippo Ramaciotti #define GLM_FORCE_RADIANS #include #include #include #include using namespace glm; int main() { f32 first = 1.046f; f32 second = 0.52f; f32 third = -0.785f; fmat4 rotationEuler = eulerAngleYXZ(first, second, third); fmat4 rotationInvertedY = eulerAngleY(-1.f*first) * eulerAngleX(second) * eulerAngleZ(third); fmat4 rotationDumb = glm::fmat4(); rotationDumb = rotate(rotationDumb, first, glm::fvec3(0,1,0)); rotationDumb = rotate(rotationDumb, second, glm::fvec3(1,0,0)); rotationDumb = rotate(rotationDumb, third, glm::fvec3(0,0,1)); std::cout << glm::to_string(fmat3(rotationEuler)) << std::endl; std::cout << glm::to_string(fmat3(rotationDumb)) << std::endl; std::cout << glm::to_string(fmat3(rotationInvertedY )) << std::endl; std::cout <<"\nRESIDUAL\n"; std::cout << glm::to_string(fmat3(rotationEuler-(rotationDumb))) << std::endl; std::cout << glm::to_string(fmat3(rotationEuler-(rotationInvertedY ))) << std::endl; return 0; }