///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 – 2015 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the “Software”), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// Restrictions:
/// By making use of the Software for military purposes, you choose to make
/// a Bunny unhappy.
///
/// THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// THE SOFTWARE.
///
/// @ref gtx_euler_angles
/// @file glm/gtx/euler_angles.hpp
/// @date 2005-12-21 / 2011-06-07
/// @author Christophe Riccio
///
/// @see core (dependence)
/// @see gtc_half_float (dependence)
///
/// @defgroup gtx_euler_angles GLM_GTX_euler_angles
/// @ingroup gtx
///
/// @brief Build matrices from Euler angles.
///
///
///////////////////////////////////////////////////////////////////////////////////
#pragma once
// Dependency:
#include “../glm.hpp”
#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
# pragma message(“GLM: GLM_GTX_euler_angles extension included”)
#endif
namespace glm
{
/// @addtogroup gtx_euler_angles
/// @{
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & angleX,
T const & angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & angleY,
T const & angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & angleX,
T const & angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & angle,
T const & angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & angleY,
T const & angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & angleZ,
T const & angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & yaw,
T const & pitch,
T const & roll);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
T const & yaw,
T const & pitch,
T const & roll);
/// Creates a 2D 2 * 2 rotation matrix from an euler angle.
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat2x2
/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat3x3
/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat3x3
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template
GLM_FUNC_DECL tmat4x4
/// @}
}//namespace glm
#include “euler_angles.inl”