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157 lines
5.2 KiB
C++
157 lines
5.2 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtx_euler_angles
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/// @file glm/gtx/euler_angles.hpp
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/// @date 2005-12-21 / 2011-06-07
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/// @author Christophe Riccio
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///
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/// @see core (dependence)
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/// @see gtc_half_float (dependence)
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///
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/// @defgroup gtx_euler_angles GLM_GTX_euler_angles
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/// @ingroup gtx
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///
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/// @brief Build matrices from Euler angles.
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///
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/// <glm/gtx/euler_angles.hpp> need to be included to use these functionalities.
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef GLM_GTX_euler_angles
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#define GLM_GTX_euler_angles GLM_VERSION
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// Dependency:
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#include "../glm.hpp"
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#include "../gtc/half_float.hpp"
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#if(defined(GLM_MESSAGES) && !defined(glm_ext))
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# pragma message("GLM: GLM_GTX_euler_angles extension included")
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#endif
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namespace glm
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{
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/// @addtogroup gtx_euler_angles
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/// @{
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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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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleX(
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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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/// @see gtx_euler_angles
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleY(
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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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/// @see gtx_euler_angles
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleZ(
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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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/// @see gtx_euler_angles
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleXY(
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T const & angleX,
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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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/// @see gtx_euler_angles
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleYX(
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T const & angleY,
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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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/// @see gtx_euler_angles
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleXZ(
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T const & angleX,
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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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/// @see gtx_euler_angles
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleZX(
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T const & angle,
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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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/// @see gtx_euler_angles
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleYZ(
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T const & angleY,
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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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/// @see gtx_euler_angles
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleZY(
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T const & angleZ,
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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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/// @see gtx_euler_angles
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template <typename T>
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detail::tmat4x4<T, defaultp> eulerAngleYXZ(
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T const & yaw,
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T const & pitch,
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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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/// @see gtx_euler_angles
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template <typename T>
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detail::tmat4x4<T, defaultp> yawPitchRoll(
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T const & yaw,
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T const & pitch,
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T const & roll);
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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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template <typename T>
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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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/// @see gtx_euler_angles
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template <typename T>
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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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/// @see gtx_euler_angles
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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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/// 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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template <typename T, precision P>
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detail::tmat4x4<T, P> orientate4(detail::tvec3<T, P> const & angles);
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/// @}
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}//namespace glm
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#include "euler_angles.inl"
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#endif//GLM_GTX_euler_angles
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