global functions
- glm::eulerAngleX()
- glm::eulerAngleXY()
- glm::eulerAngleXYZ()
- glm::eulerAngleXZ()
- glm::eulerAngleY()
- glm::eulerAngleYX()
- glm::eulerAngleYXZ()
- glm::eulerAngleYZ()
- glm::eulerAngleZ()
- glm::eulerAngleZX()
- glm::eulerAngleZY()
- glm::extractEulerAngleXYZ()
- glm::orientate2()
- glm::orientate3()
- glm::orientate4()
- glm::yawPitchRoll()
glm::eulerAngleX(...)
tmat4x4< T, defaultp > glm::eulerAngleX(const T &angleX)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
See also: gtx_euler_angles
glm::eulerAngleXY(...)
tmat4x4< T, defaultp > glm::eulerAngleXY(const T &angleX, const T &angleY)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
See also: gtx_euler_angles
glm::eulerAngleXYZ(...)
tmat4x4< T, defaultp > glm::eulerAngleXYZ(const T &t1, const T &t2, const T &t3)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z).
See also: gtx_euler_angles
glm::eulerAngleXZ(...)
tmat4x4< T, defaultp > glm::eulerAngleXZ(const T &angleX, const T &angleZ)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
See also: gtx_euler_angles
glm::eulerAngleY(...)
tmat4x4< T, defaultp > glm::eulerAngleY(const T &angleY)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
See also: gtx_euler_angles
glm::eulerAngleYX(...)
tmat4x4< T, defaultp > glm::eulerAngleYX(const T &angleY, const T &angleX)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
See also: gtx_euler_angles
glm::eulerAngleYXZ(...)
tmat4x4< T, defaultp > glm::eulerAngleYXZ(const T &yaw, const T &pitch, const T &roll)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
See also: gtx_euler_angles
glm::eulerAngleYZ(...)
tmat4x4< T, defaultp > glm::eulerAngleYZ(const T &angleY, const T &angleZ)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
See also: gtx_euler_angles
glm::eulerAngleZ(...)
tmat4x4< T, defaultp > glm::eulerAngleZ(const T &angleZ)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
See also: gtx_euler_angles
glm::eulerAngleZX(...)
tmat4x4< T, defaultp > glm::eulerAngleZX(const T &angle, const T &angleX)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
See also: gtx_euler_angles
glm::eulerAngleZY(...)
tmat4x4< T, defaultp > glm::eulerAngleZY(const T &angleZ, const T &angleY)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
See also: gtx_euler_angles
glm::extractEulerAngleXYZ(...)
void glm::extractEulerAngleXYZ(const tmat4x4< T, defaultp > &M=defaultp, T &t1, T &t2, T &t3)
Documentation from code comments
Extracts the (X * Y * Z) Euler angles from the rotation matrix M
See also: gtx_euler_angles
glm::orientate2(...)
tmat2x2< T, defaultp > glm::orientate2(const T &angle)
Documentation from code comments
Creates a 2D 2 * 2 rotation matrix from an euler angle.
See also: gtx_euler_angles
glm::orientate3(...)
tmat3x3< T, defaultp > glm::orientate3(const T &angle)
Documentation from code comments
Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
See also: gtx_euler_angles
glm::orientate3(...)
glm::mat3 glm::orientate3(const glm::vec3 &angles=P)
Documentation from code comments
Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
See also: gtx_euler_angles
glm::orientate4(...)
glm::mat4 glm::orientate4(const glm::vec3 &angles=P)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
See also: gtx_euler_angles
glm::yawPitchRoll(...)
tmat4x4< T, defaultp > glm::yawPitchRoll(const T &yaw, const T &pitch, const T &roll)
Documentation from code comments
Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
See also: gtx_euler_angles
Last updated Friday, 02 May 2025 18:57:56 UTC - 0cfbc5eb74e8f627fe4da3fb60a3ee56ee64a172
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