0.9.9 API documenation
Functions
GLM_GTX_euler_angles

Functions

template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > derivedEulerAngleX (T const &angleX, T const &angularVelocityX)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > derivedEulerAngleY (T const &angleY, T const &angularVelocityY)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > derivedEulerAngleZ (T const &angleZ, T const &angularVelocityZ)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleX (T const &angleX)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleXY (T const &angleX, T const &angleY)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleXYX (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleXYZ (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleXZ (T const &angleX, T const &angleZ)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleXZX (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleXZY (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleY (T const &angleY)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleYX (T const &angleY, T const &angleX)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleYXY (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleYXZ (T const &yaw, T const &pitch, T const &roll)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleYZ (T const &angleY, T const &angleZ)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleYZX (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleYZY (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZ (T const &angleZ)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZX (T const &angle, T const &angleX)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZXY (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZXZ (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZY (T const &angleZ, T const &angleY)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZYX (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > eulerAngleZYZ (T const &t1, T const &t2, T const &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleXYX (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleXYZ (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleXZX (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleXZY (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleYXY (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleYXZ (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleYZX (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleYZY (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleZXY (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleZXZ (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleZYX (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL void extractEulerAngleZYZ (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
 
template<typename T >
GLM_FUNC_DECL mat< 2, 2, T, defaultp > orientate2 (T const &angle)
 
template<typename T >
GLM_FUNC_DECL mat< 3, 3, T, defaultp > orientate3 (T const &angle)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 3, 3, T, Q > orientate3 (vec< 3, T, Q > const &angles)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > orientate4 (vec< 3, T, Q > const &angles)
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > yawPitchRoll (T const &yaw, T const &pitch, T const &roll)
 

Detailed Description

Include <glm/gtx/euler_angles.hpp> to use the features of this extension.

Build matrices from Euler angles.

Extraction of Euler angles from rotation matrix. Based on the original paper 2014 Mike Day - Extracting Euler Angles from a Rotation Matrix.

Function Documentation

◆ derivedEulerAngleX()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::derivedEulerAngleX ( T const &  angleX,
T const &  angularVelocityX 
)

Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about X-axis.

See also
GLM_GTX_euler_angles

◆ derivedEulerAngleY()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::derivedEulerAngleY ( T const &  angleY,
T const &  angularVelocityY 
)

Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Y-axis.

See also
GLM_GTX_euler_angles

◆ derivedEulerAngleZ()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::derivedEulerAngleZ ( T const &  angleZ,
T const &  angularVelocityZ 
)

Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Z-axis.

See also
GLM_GTX_euler_angles

◆ eulerAngleX()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleX ( T const &  angleX)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleXY()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXY ( T const &  angleX,
T const &  angleY 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleXYX()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXYX ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleXYZ()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXYZ ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleXZ()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXZ ( T const &  angleX,
T const &  angleZ 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleXZX()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXZX ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleXZY()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleXZY ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleY()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleY ( T const &  angleY)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleYX()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYX ( T const &  angleY,
T const &  angleX 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleYXY()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYXY ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleYXZ()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYXZ ( T const &  yaw,
T const &  pitch,
T const &  roll 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleYZ()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYZ ( T const &  angleY,
T const &  angleZ 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleYZX()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYZX ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleYZY()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleYZY ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleZ()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZ ( T const &  angleZ)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleZX()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZX ( T const &  angle,
T const &  angleX 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleZXY()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZXY ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleZXZ()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZXZ ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleZY()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZY ( T const &  angleZ,
T const &  angleY 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleZYX()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZYX ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ eulerAngleZYZ()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::eulerAngleZYZ ( T const &  t1,
T const &  t2,
T const &  t3 
)

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

See also
GLM_GTX_euler_angles

◆ extractEulerAngleXYX()

GLM_FUNC_DECL void glm::extractEulerAngleXYX ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (X * Y * X) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleXYZ()

GLM_FUNC_DECL void glm::extractEulerAngleXYZ ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (X * Y * Z) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleXZX()

GLM_FUNC_DECL void glm::extractEulerAngleXZX ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (X * Z * X) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleXZY()

GLM_FUNC_DECL void glm::extractEulerAngleXZY ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (X * Z * Y) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleYXY()

GLM_FUNC_DECL void glm::extractEulerAngleYXY ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (Y * X * Y) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleYXZ()

GLM_FUNC_DECL void glm::extractEulerAngleYXZ ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (Y * X * Z) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleYZX()

GLM_FUNC_DECL void glm::extractEulerAngleYZX ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (Y * Z * X) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleYZY()

GLM_FUNC_DECL void glm::extractEulerAngleYZY ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (Y * Z * Y) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleZXY()

GLM_FUNC_DECL void glm::extractEulerAngleZXY ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (Z * X * Y) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleZXZ()

GLM_FUNC_DECL void glm::extractEulerAngleZXZ ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (Z * X * Z) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleZYX()

GLM_FUNC_DECL void glm::extractEulerAngleZYX ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (Z * Y * X) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ extractEulerAngleZYZ()

GLM_FUNC_DECL void glm::extractEulerAngleZYZ ( mat< 4, 4, T, defaultp > const &  M,
T &  t1,
T &  t2,
T &  t3 
)

Extracts the (Z * Y * Z) Euler angles from the rotation matrix M.

See also
GLM_GTX_euler_angles

◆ orientate2()

GLM_FUNC_DECL mat<2, 2, T, defaultp> glm::orientate2 ( T const &  angle)

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

See also
GLM_GTX_euler_angles

◆ orientate3() [1/2]

GLM_FUNC_DECL mat<3, 3, T, defaultp> glm::orientate3 ( T const &  angle)

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

See also
GLM_GTX_euler_angles

◆ orientate3() [2/2]

GLM_FUNC_DECL mat<3, 3, T, Q> glm::orientate3 ( vec< 3, T, Q > const &  angles)

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

See also
GLM_GTX_euler_angles

◆ orientate4()

GLM_FUNC_DECL mat<4, 4, T, Q> glm::orientate4 ( vec< 3, T, Q > const &  angles)

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

See also
GLM_GTX_euler_angles

◆ yawPitchRoll()

GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::yawPitchRoll ( T const &  yaw,
T const &  pitch,
T const &  roll 
)

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

See also
GLM_GTX_euler_angles