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Updated GLM version w/ now standard radians as angles.
This commit is contained in:
@@ -1,200 +1,280 @@
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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2015 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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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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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.inl
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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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// OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2005-12-21
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// Updated : 2007-08-14
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// Licence : This source is under MIT License
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// File : glm/gtx/euler_angles.inl
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include "compatibility.hpp" // glm::atan2
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namespace glm
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{
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template <typename valType>
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GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleX
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleX
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(
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valType const & angleX
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T const & angleX
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)
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{
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valType cosX = glm::cos(angleX);
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valType sinX = glm::sin(angleX);
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T cosX = glm::cos(angleX);
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T sinX = glm::sin(angleX);
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return detail::tmat4x4<valType>(
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valType(1), valType(0), valType(0), valType(0),
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valType(0), cosX, sinX, valType(0),
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valType(0),-sinX, cosX, valType(0),
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valType(0), valType(0), valType(0), valType(1));
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return tmat4x4<T, defaultp>(
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T(1), T(0), T(0), T(0),
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T(0), cosX, sinX, T(0),
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T(0),-sinX, cosX, T(0),
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T(0), T(0), T(0), T(1));
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}
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template <typename valType>
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GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleY
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleY
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(
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valType const & angleY
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T const & angleY
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)
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{
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valType cosY = glm::cos(angleY);
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valType sinY = glm::sin(angleY);
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T cosY = glm::cos(angleY);
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T sinY = glm::sin(angleY);
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return detail::tmat4x4<valType>(
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cosY, valType(0), sinY, valType(0),
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valType(0), valType(1), valType(0), valType(0),
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-sinY, valType(0), cosY, valType(0),
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valType(0), valType(0), valType(0), valType(1));
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return tmat4x4<T, defaultp>(
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cosY, T(0), -sinY, T(0),
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T(0), T(1), T(0), T(0),
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sinY, T(0), cosY, T(0),
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T(0), T(0), T(0), T(1));
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}
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template <typename valType>
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GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleZ
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleZ
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(
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valType const & angleZ
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T const & angleZ
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)
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{
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valType cosZ = glm::cos(angleZ);
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valType sinZ = glm::sin(angleZ);
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T cosZ = glm::cos(angleZ);
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T sinZ = glm::sin(angleZ);
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return detail::tmat4x4<valType>(
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cosZ, sinZ, valType(0), valType(0),
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-sinZ, cosZ, valType(0), valType(0),
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valType(0), valType(0), valType(1), valType(0),
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valType(0), valType(0), valType(0), valType(1));
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return tmat4x4<T, defaultp>(
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cosZ, sinZ, T(0), T(0),
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-sinZ, cosZ, T(0), T(0),
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T(0), T(0), T(1), T(0),
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T(0), T(0), T(0), T(1));
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}
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template <typename valType>
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GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleXY
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleXY
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(
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valType const & angleX,
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valType const & angleY
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T const & angleX,
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T const & angleY
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)
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{
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valType cosX = glm::cos(angleX);
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valType sinX = glm::sin(angleX);
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valType cosY = glm::cos(angleY);
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valType sinY = glm::sin(angleY);
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T cosX = glm::cos(angleX);
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T sinX = glm::sin(angleX);
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T cosY = glm::cos(angleY);
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T sinY = glm::sin(angleY);
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return detail::tmat4x4<valType>(
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cosY, -sinX * sinY, cosX * sinY, valType(0),
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valType(0), cosX, sinX, valType(0),
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-sinY , -sinX * cosY, cosX * cosY, valType(0),
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valType(0), valType(0), valType(0), valType(1));
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return tmat4x4<T, defaultp>(
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cosY, -sinX * -sinY, cosX * -sinY, T(0),
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T(0), cosX, sinX, T(0),
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sinY, -sinX * cosY, cosX * cosY, T(0),
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T(0), T(0), T(0), T(1));
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}
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template <typename valType>
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GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleYX
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleYX
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(
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valType const & angleY,
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valType const & angleX
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T const & angleY,
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T const & angleX
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)
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{
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valType cosX = glm::cos(angleX);
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valType sinX = glm::sin(angleX);
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valType cosY = glm::cos(angleY);
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valType sinY = glm::sin(angleY);
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T cosX = glm::cos(angleX);
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T sinX = glm::sin(angleX);
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T cosY = glm::cos(angleY);
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T sinY = glm::sin(angleY);
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return detail::tmat4x4<valType>(
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cosY, valType(0), sinY, valType(0),
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-sinX * sinY, cosX, sinX * cosY, valType(0),
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-cosX * sinY, -sinX, cosX * cosY, valType(0),
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valType(0), valType(0), valType(0), valType(1));
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return tmat4x4<T, defaultp>(
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cosY, 0, -sinY, T(0),
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sinY * sinX, cosX, cosY * sinX, T(0),
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sinY * cosX, -sinX, cosY * cosX, T(0),
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T(0), T(0), T(0), T(1));
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}
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template <typename valType>
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GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleXZ
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleXZ
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(
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valType const & angleX,
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valType const & angleZ
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T const & angleX,
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T const & angleZ
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)
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{
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return eulerAngleX(angleX) * eulerAngleZ(angleZ);
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}
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template <typename valType>
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GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleZX
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleZX
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(
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valType const & angleZ,
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valType const & angleX
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T const & angleZ,
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T const & angleX
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)
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{
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return eulerAngleZ(angleZ) * eulerAngleX(angleX);
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}
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template <typename valType>
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GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleYXZ
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleYZ
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(
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valType const & yaw,
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valType const & pitch,
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valType const & roll
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T const & angleY,
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T const & angleZ
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)
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{
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valType tmp_ch = glm::cos(yaw);
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valType tmp_sh = glm::sin(yaw);
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valType tmp_cp = glm::cos(pitch);
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valType tmp_sp = glm::sin(pitch);
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valType tmp_cb = glm::cos(roll);
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valType tmp_sb = glm::sin(roll);
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return eulerAngleY(angleY) * eulerAngleZ(angleZ);
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}
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detail::tmat4x4<valType> Result;
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleZY
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(
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T const & angleZ,
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T const & angleY
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)
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{
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return eulerAngleZ(angleZ) * eulerAngleY(angleY);
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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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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleYXZ
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(
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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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)
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{
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T tmp_ch = glm::cos(yaw);
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T tmp_sh = glm::sin(yaw);
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T tmp_cp = glm::cos(pitch);
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T tmp_sp = glm::sin(pitch);
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T tmp_cb = glm::cos(roll);
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T tmp_sb = glm::sin(roll);
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tmat4x4<T, defaultp> Result;
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Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb;
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Result[0][1] = tmp_sb * tmp_cp;
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Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb;
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Result[0][3] = valType(0);
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Result[0][3] = static_cast<T>(0);
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Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb;
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Result[1][1] = tmp_cb * tmp_cp;
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Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb;
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Result[1][3] = valType(0);
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = tmp_sh * tmp_cp;
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Result[2][1] = -tmp_sp;
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Result[2][2] = tmp_ch * tmp_cp;
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Result[2][3] = valType(0);
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Result[3][0] = valType(0);
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Result[3][1] = valType(0);
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Result[3][2] = valType(0);
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Result[3][3] = valType(1);
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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 valType>
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GLM_FUNC_QUALIFIER detail::tmat4x4<valType> yawPitchRoll
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> yawPitchRoll
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(
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valType const & yaw,
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valType const & pitch,
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valType const & roll
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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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)
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{
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valType tmp_ch = glm::cos(yaw);
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valType tmp_sh = glm::sin(yaw);
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valType tmp_cp = glm::cos(pitch);
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valType tmp_sp = glm::sin(pitch);
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valType tmp_cb = glm::cos(roll);
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valType tmp_sb = glm::sin(roll);
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T tmp_ch = glm::cos(yaw);
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T tmp_sh = glm::sin(yaw);
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T tmp_cp = glm::cos(pitch);
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T tmp_sp = glm::sin(pitch);
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T tmp_cb = glm::cos(roll);
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T tmp_sb = glm::sin(roll);
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||||
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detail::tmat4x4<valType> Result;
|
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tmat4x4<T, defaultp> Result;
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||||
Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb;
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||||
Result[0][1] = tmp_sb * tmp_cp;
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||||
Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb;
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||||
Result[0][3] = valType(0);
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Result[0][3] = static_cast<T>(0);
|
||||
Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb;
|
||||
Result[1][1] = tmp_cb * tmp_cp;
|
||||
Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb;
|
||||
Result[1][3] = valType(0);
|
||||
Result[1][3] = static_cast<T>(0);
|
||||
Result[2][0] = tmp_sh * tmp_cp;
|
||||
Result[2][1] = -tmp_sp;
|
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Result[2][2] = tmp_ch * tmp_cp;
|
||||
Result[2][3] = valType(0);
|
||||
Result[3][0] = valType(0);
|
||||
Result[3][1] = valType(0);
|
||||
Result[3][2] = valType(0);
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||||
Result[3][3] = valType(1);
|
||||
Result[2][3] = static_cast<T>(0);
|
||||
Result[3][0] = static_cast<T>(0);
|
||||
Result[3][1] = static_cast<T>(0);
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||||
Result[3][2] = static_cast<T>(0);
|
||||
Result[3][3] = static_cast<T>(1);
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return Result;
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||||
}
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||||
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template <typename valType>
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GLM_FUNC_QUALIFIER detail::tmat2x2<valType> orientate2
|
||||
template <typename T>
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||||
GLM_FUNC_QUALIFIER tmat2x2<T, defaultp> orientate2
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||||
(
|
||||
valType const & angle
|
||||
T const & angle
|
||||
)
|
||||
{
|
||||
valType c = glm::cos(angle);
|
||||
valType s = glm::sin(angle);
|
||||
T c = glm::cos(angle);
|
||||
T s = glm::sin(angle);
|
||||
|
||||
detail::tmat2x2<valType> Result;
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||||
tmat2x2<T, defaultp> Result;
|
||||
Result[0][0] = c;
|
||||
Result[0][1] = s;
|
||||
Result[1][0] = -s;
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||||
@@ -202,16 +282,16 @@ namespace glm
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename valType>
|
||||
GLM_FUNC_QUALIFIER detail::tmat3x3<valType> orientate3
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER tmat3x3<T, defaultp> orientate3
|
||||
(
|
||||
valType const & angle
|
||||
T const & angle
|
||||
)
|
||||
{
|
||||
valType c = glm::cos(angle);
|
||||
valType s = glm::sin(angle);
|
||||
T c = glm::cos(angle);
|
||||
T s = glm::sin(angle);
|
||||
|
||||
detail::tmat3x3<valType> Result;
|
||||
tmat3x3<T, defaultp> Result;
|
||||
Result[0][0] = c;
|
||||
Result[0][1] = s;
|
||||
Result[0][2] = 0.0f;
|
||||
@@ -224,21 +304,38 @@ namespace glm
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename valType>
|
||||
GLM_FUNC_QUALIFIER detail::tmat3x3<valType> orientate3
|
||||
template <typename T, precision P>
|
||||
GLM_FUNC_QUALIFIER tmat3x3<T, P> orientate3
|
||||
(
|
||||
detail::tvec3<valType> const & angles
|
||||
tvec3<T, P> const & angles
|
||||
)
|
||||
{
|
||||
return detail::tmat3x3<valType>(yawPitchRoll(angles.x, angles.y, angles.z));
|
||||
return tmat3x3<T, P>(yawPitchRoll(angles.z, angles.x, angles.y));
|
||||
}
|
||||
|
||||
template <typename valType>
|
||||
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> orientate4
|
||||
template <typename T, precision P>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, P> orientate4
|
||||
(
|
||||
detail::tvec3<valType> const & angles
|
||||
tvec3<T, P> const & angles
|
||||
)
|
||||
{
|
||||
return yawPitchRoll(angles.z, angles.x, angles.y);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_DECL void extractEulerAngleXYZ(tmat4x4<T, defaultp> & M,
|
||||
T & t1,
|
||||
T & t2,
|
||||
T & t3)
|
||||
{
|
||||
float T1 = glm::atan2<T, defaultp>(M[2][1], M[2][2]);
|
||||
float C2 = glm::sqrt(M[0][0]*M[0][0] + M[1][0]*M[1][0]);
|
||||
float T2 = glm::atan2<T, defaultp>(-M[2][0], C2);
|
||||
float S1 = glm::sin(T1);
|
||||
float C1 = glm::cos(T1);
|
||||
float T3 = glm::atan2<T, defaultp>(S1*M[0][2] - C1*M[0][1], C1*M[1][1] - S1*M[1][2 ]);
|
||||
t1 = -T1;
|
||||
t2 = -T2;
|
||||
t3 = -T3;
|
||||
}
|
||||
}//namespace glm
|
||||
|
||||
Reference in New Issue
Block a user