17 #include "../gtc/constants.hpp" 18 #include "../gtc/matrix_transform.hpp" 19 #include "../ext/vector_relational.hpp" 20 #include "../ext/quaternion_common.hpp" 21 #include "../ext/quaternion_float.hpp" 22 #include "../ext/quaternion_float_precision.hpp" 23 #include "../ext/quaternion_double.hpp" 24 #include "../ext/quaternion_double_precision.hpp" 25 #include "../ext/quaternion_relational.hpp" 26 #include "../ext/quaternion_geometric.hpp" 27 #include "../ext/quaternion_trigonometric.hpp" 28 #include "../ext/quaternion_transform.hpp" 29 #include "../detail/type_mat3x3.hpp" 30 #include "../detail/type_mat4x4.hpp" 31 #include "../detail/type_vec3.hpp" 32 #include "../detail/type_vec4.hpp" 34 #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 35 # pragma message("GLM: GLM_GTC_quaternion extension included") 49 template<
typename T, qualifier Q>
50 GLM_FUNC_DECL vec<3, T, Q>
eulerAngles(qua<T, Q>
const& x);
57 template<
typename T, qualifier Q>
58 GLM_FUNC_DECL T
roll(qua<T, Q>
const& x);
65 template<
typename T, qualifier Q>
66 GLM_FUNC_DECL T
pitch(qua<T, Q>
const& x);
73 template<
typename T, qualifier Q>
74 GLM_FUNC_DECL T
yaw(qua<T, Q>
const& x);
81 template<
typename T, qualifier Q>
82 GLM_FUNC_DECL mat<3, 3, T, Q>
mat3_cast(qua<T, Q>
const& x);
89 template<
typename T, qualifier Q>
90 GLM_FUNC_DECL mat<4, 4, T, Q>
mat4_cast(qua<T, Q>
const& x);
97 template<
typename T, qualifier Q>
98 GLM_FUNC_DECL qua<T, Q>
quat_cast(mat<3, 3, T, Q>
const& x);
105 template<
typename T, qualifier Q>
106 GLM_FUNC_DECL qua<T, Q>
quat_cast(mat<4, 4, T, Q>
const& x);
114 template<
typename T, qualifier Q>
115 GLM_FUNC_DECL vec<4, bool, Q>
lessThan(qua<T, Q>
const& x, qua<T, Q>
const& y);
123 template<
typename T, qualifier Q>
124 GLM_FUNC_DECL vec<4, bool, Q>
lessThanEqual(qua<T, Q>
const& x, qua<T, Q>
const& y);
132 template<
typename T, qualifier Q>
133 GLM_FUNC_DECL vec<4, bool, Q>
greaterThan(qua<T, Q>
const& x, qua<T, Q>
const& y);
141 template<
typename T, qualifier Q>
142 GLM_FUNC_DECL vec<4, bool, Q>
greaterThanEqual(qua<T, Q>
const& x, qua<T, Q>
const& y);
148 template<
typename T, qualifier Q>
150 vec<3, T, Q>
const& direction,
151 vec<3, T, Q>
const& up);
157 template<
typename T, qualifier Q>
159 vec<3, T, Q>
const& direction,
160 vec<3, T, Q>
const& up);
166 template<
typename T, qualifier Q>
168 vec<3, T, Q>
const& direction,
169 vec<3, T, Q>
const& up);
173 #include "quaternion.inl" GLM_FUNC_DECL vec< 3, T, Q > eulerAngles(qua< T, Q > const &x)
Returns euler angles, pitch as x, yaw as y, roll as z.
GLM_FUNC_DECL mat< 3, 3, T, Q > mat3_cast(qua< T, Q > const &x)
Converts a quaternion to a 3 * 3 matrix.
GLM_FUNC_DECL T pitch(qua< T, Q > const &x)
Returns pitch value of euler angles expressed in radians.
GLM_FUNC_DECL vec< 4, bool, Q > greaterThanEqual(qua< T, Q > const &x, qua< T, Q > const &y)
Returns the component-wise comparison of result x >= y.
GLM_FUNC_DECL qua< T, Q > quatLookAtLH(vec< 3, T, Q > const &direction, vec< 3, T, Q > const &up)
Build a left-handed look at quaternion.
GLM_FUNC_DECL vec< 4, bool, Q > greaterThan(qua< T, Q > const &x, qua< T, Q > const &y)
Returns the component-wise comparison of result x > y.
GLM_FUNC_DECL T roll(qua< T, Q > const &x)
Returns roll value of euler angles expressed in radians.
GLM_FUNC_DECL qua< T, Q > quatLookAtRH(vec< 3, T, Q > const &direction, vec< 3, T, Q > const &up)
Build a right-handed look at quaternion.
GLM_FUNC_DECL mat< 4, 4, T, Q > mat4_cast(qua< T, Q > const &x)
Converts a quaternion to a 4 * 4 matrix.
GLM_FUNC_DECL vec< 4, bool, Q > lessThanEqual(qua< T, Q > const &x, qua< T, Q > const &y)
Returns the component-wise comparison of result x <= y.
GLM_FUNC_DECL T yaw(qua< T, Q > const &x)
Returns yaw value of euler angles expressed in radians.
GLM_FUNC_DECL qua< T, Q > quat_cast(mat< 4, 4, T, Q > const &x)
Converts a pure rotation 4 * 4 matrix to a quaternion.
GLM_FUNC_DECL vec< 4, bool, Q > lessThan(qua< T, Q > const &x, qua< T, Q > const &y)
Returns the component-wise comparison result of x < y.
GLM_FUNC_DECL qua< T, Q > quatLookAt(vec< 3, T, Q > const &direction, vec< 3, T, Q > const &up)
Build a look at quaternion based on the default handedness.