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/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2005-12-21 // Updated : 2007-08-14 // Licence : This source is under MIT License // File : glm/gtx/euler_angles.inl ///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm { template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleX ( valType const & angleX ) { valType cosX = glm::cos(angleX); valType sinX = glm::sin(angleX); return detail::tmat4x4<valType>( valType(1), valType(0), valType(0), valType(0), valType(0), cosX, sinX, valType(0), valType(0),-sinX, cosX, valType(0), valType(0), valType(0), valType(0), valType(1)); }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleY ( valType const & angleY ) { valType cosY = glm::cos(angleY); valType sinY = glm::sin(angleY);
return detail::tmat4x4<valType>( cosY, valType(0),-sinY, valType(0), valType(0), valType(1), valType(0), valType(0), sinY, valType(0), cosY, valType(0), valType(0), valType(0), valType(0), valType(1)); }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleZ ( valType const & angleZ ) { valType cosZ = glm::cos(angleZ); valType sinZ = glm::sin(angleZ);
return detail::tmat4x4<valType>( cosZ, sinZ, valType(0), valType(0), -sinZ, cosZ, valType(0), valType(0), valType(0), valType(0), valType(1), valType(0), valType(0), valType(0), valType(0), valType(1)); }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleXY ( valType const & angleX, valType const & angleY ) { valType cosX = glm::cos(angleX); valType sinX = glm::sin(angleX); valType cosY = glm::cos(angleY); valType sinY = glm::sin(angleY);
return detail::tmat4x4<valType>( cosY, -sinX * sinY, cosX * sinY, valType(0), valType(0), cosX, sinX, valType(0), -sinY , -sinX * cosY, cosX * cosY, valType(0), valType(0), valType(0), valType(0), valType(1)); }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleYX ( valType const & angleY, valType const & angleX ) { valType cosX = glm::cos(angleX); valType sinX = glm::sin(angleX); valType cosY = glm::cos(angleY); valType sinY = glm::sin(angleY);
return detail::tmat4x4<valType>( cosY, valType(0), sinY, valType(0), -sinX * sinY, cosX, sinX * cosY, valType(0), -cosX * sinY, -sinX, cosX * cosY, valType(0), valType(0), valType(0), valType(0), valType(1)); }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleXZ ( valType const & angleX, valType const & angleZ ) { return eulerAngleX(angleX) * eulerAngleZ(angleZ); }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleZX ( valType const & angleZ, valType const & angleX ) { return eulerAngleZ(angleZ) * eulerAngleX(angleX); }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> eulerAngleYXZ ( valType const & yaw, valType const & pitch, valType const & roll ) { valType tmp_ch = glm::cos(yaw); valType tmp_sh = glm::sin(yaw); valType tmp_cp = glm::cos(pitch); valType tmp_sp = glm::sin(pitch); valType tmp_cb = glm::cos(roll); valType tmp_sb = glm::sin(roll);
detail::tmat4x4<valType> Result; Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb; Result[0][1] = tmp_sb * tmp_cp; Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb; Result[0][3] = valType(0); Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb; Result[1][1] = tmp_cb * tmp_cp; Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb; Result[1][3] = valType(0); Result[2][0] = tmp_sh * tmp_cp; Result[2][1] = -tmp_sp; Result[2][2] = tmp_ch * tmp_cp; Result[2][3] = valType(0); Result[3][0] = valType(0); Result[3][1] = valType(0); Result[3][2] = valType(0); Result[3][3] = valType(1); return Result; }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> yawPitchRoll ( valType const & yaw, valType const & pitch, valType const & roll ) { valType tmp_ch = glm::cos(yaw); valType tmp_sh = glm::sin(yaw); valType tmp_cp = glm::cos(pitch); valType tmp_sp = glm::sin(pitch); valType tmp_cb = glm::cos(roll); valType tmp_sb = glm::sin(roll);
detail::tmat4x4<valType> Result; Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb; Result[0][1] = tmp_sb * tmp_cp; Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb; Result[0][3] = valType(0); Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb; Result[1][1] = tmp_cb * tmp_cp; Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb; Result[1][3] = valType(0); Result[2][0] = tmp_sh * tmp_cp; Result[2][1] = -tmp_sp; Result[2][2] = tmp_ch * tmp_cp; Result[2][3] = valType(0); Result[3][0] = valType(0); Result[3][1] = valType(0); Result[3][2] = valType(0); Result[3][3] = valType(1); return Result; }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat2x2<valType> orientate2 ( valType const & angle ) { valType c = glm::cos(angle); valType s = glm::sin(angle);
detail::tmat2x2<valType> Result; Result[0][0] = c; Result[0][1] = s; Result[1][0] = -s; Result[1][1] = c; return Result; }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat3x3<valType> orientate3 ( valType const & angle ) { valType c = glm::cos(angle); valType s = glm::sin(angle);
detail::tmat3x3<valType> Result; Result[0][0] = c; Result[0][1] = s; Result[0][2] = 0.0f; Result[1][0] = -s; Result[1][1] = c; Result[1][2] = 0.0f; Result[2][0] = 0.0f; Result[2][1] = 0.0f; Result[2][2] = 1.0f; return Result; }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat3x3<valType> orientate3 ( detail::tvec3<valType> const & angles ) { return detail::tmat3x3<valType>(yawPitchRoll(angles.x, angles.y, angles.z)); }
template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> orientate4 ( detail::tvec3<valType> const & angles ) { return yawPitchRoll(angles.z, angles.x, angles.y); } }//namespace glm
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