Functions
GLM_GTX_euler_angles: Matrix from euler angles
GTX Extensions (Experimental)

Functions

template<typename valType >
detail::tmat4x4< valType > eulerAngleX (valType const &angleX)
template<typename valType >
detail::tmat4x4< valType > eulerAngleXY (valType const &angleX, valType const &angleY)
template<typename valType >
detail::tmat4x4< valType > eulerAngleXZ (valType const &angleX, valType const &angleZ)
template<typename valType >
detail::tmat4x4< valType > eulerAngleY (valType const &angleY)
template<typename valType >
detail::tmat4x4< valType > eulerAngleYX (valType const &angleY, valType const &angleX)
template<typename valType >
detail::tmat4x4< valType > eulerAngleYXZ (valType const &yaw, valType const &pitch, valType const &roll)
template<typename valType >
detail::tmat4x4< valType > eulerAngleYZ (valType const &angleY, valType const &angleZ)
template<typename valType >
detail::tmat4x4< valType > eulerAngleZ (valType const &angleZ)
template<typename valType >
detail::tmat4x4< valType > eulerAngleZX (valType const &angleZ, valType const &angleX)
template<typename valType >
detail::tmat4x4< valType > eulerAngleZY (valType const &angleZ, valType const &angleY)
template<typename T >
detail::tmat2x2< T > orientate2 (T const &angle)
template<typename T >
detail::tmat3x3< T > orientate3 (T const &angle)
template<typename T >
detail::tmat3x3< T > orientate3 (detail::tvec3< T > const &angles)
template<typename T >
detail::tmat4x4< T > orientate4 (detail::tvec3< T > const &angles)
template<typename valType >
detail::tmat4x4< valType > yawPitchRoll (valType const &yaw, valType const &pitch, valType const &roll)

Detailed Description

Build matrices from Euler angles.

<glm/gtx/euler_angles.hpp> need to be included to use these functionalities.


Function Documentation

detail::tmat4x4<valType> glm::eulerAngleX ( valType const &  angleX)

Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<valType> glm::eulerAngleXY ( valType const &  angleX,
valType const &  angleY 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<valType> glm::eulerAngleXZ ( valType const &  angleX,
valType const &  angleZ 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<valType> glm::eulerAngleY ( valType const &  angleY)

Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<valType> glm::eulerAngleYX ( valType const &  angleY,
valType const &  angleX 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<valType> glm::eulerAngleYXZ ( valType const &  yaw,
valType const &  pitch,
valType const &  roll 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<valType> glm::eulerAngleYZ ( valType const &  angleY,
valType const &  angleZ 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<valType> glm::eulerAngleZ ( valType const &  angleZ)

Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<valType> glm::eulerAngleZX ( valType const &  angleZ,
valType const &  angleX 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<valType> glm::eulerAngleZY ( valType const &  angleZ,
valType const &  angleY 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat2x2<T> glm::orientate2 ( T const &  angle)

Creates a 2D 2 * 2 rotation matrix from an euler angle.

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat3x3<T> glm::orientate3 ( T const &  angle)

Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat3x3<T> glm::orientate3 ( detail::tvec3< T > const &  angles)

Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<T> glm::orientate4 ( detail::tvec3< T > const &  angles)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).

See also:
GLM_GTX_euler_angles: Matrix from euler angles
detail::tmat4x4<valType> glm::yawPitchRoll ( valType const &  yaw,
valType const &  pitch,
valType const &  roll 
)

Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).

See also:
GLM_GTX_euler_angles: Matrix from euler angles