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Add glm 0.9.2
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ExternalLibs/glm/gtx/euler_angles.hpp
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141
ExternalLibs/glm/gtx/euler_angles.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 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.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Dependency:
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// - GLM core
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// - GLM_GTC_half_float
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// ToDo:
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// - mat2 mat2GTX(const vec2& angles) undefined
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// - mat3 mat3GTX(const vec2& angles) undefined
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#ifndef glm_gtx_euler_angles
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#define glm_gtx_euler_angles
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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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namespace gtx{
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namespace euler_angles ///< GLM_GTX_euler_angles extension: Build matrices from Euler angles.
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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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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> eulerAngleX(
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valType const & angleX);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> eulerAngleY(
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valType const & angleY);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> eulerAngleZ(
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valType const & angleZ);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> eulerAngleXY(
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valType const & angleX,
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valType const & angleY);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> eulerAngleYX(
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valType const & angleY,
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valType const & angleX);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> eulerAngleXZ(
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valType const & angleX,
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valType const & angleZ);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> eulerAngleZX(
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valType const & angleZ,
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valType const & angleX);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> eulerAngleYZ(
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valType const & angleY,
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valType const & angleZ);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> eulerAngleZY(
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valType const & angleZ,
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valType const & angleY);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> eulerAngleYXZ(
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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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//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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//! From GLM_GTX_euler_angles extension.
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template <typename valType>
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detail::tmat4x4<valType> yawPitchRoll(
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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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//! Creates a 2D 2 * 2 rotation matrix from an euler angle.
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//! From GLM_GTX_euler_angles extension.
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template <typename T>
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detail::tmat2x2<T> orientate2(T const & angle);
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//! Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
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//! From GLM_GTX_euler_angles extension.
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template <typename T>
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detail::tmat3x3<T> 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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//! From GLM_GTX_euler_angles extension.
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template <typename T>
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detail::tmat3x3<T> orientate3(detail::tvec3<T> const & angles);
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//! Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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//! From GLM_GTX_euler_angles extension.
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template <typename T>
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detail::tmat4x4<T> orientate4(detail::tvec3<T> const & angles);
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/// @}
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}//namespace euler_angles
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}//namespace gtx
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}//namespace glm
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#include "euler_angles.inl"
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namespace glm{using namespace gtx::euler_angles;}
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#endif//glm_gtx_euler_angles
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