/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2014 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 GLM_FUNC_QUALIFIER detail::tmat4x4 eulerAngleX ( T const & angleX ) { T cosX = glm::cos(angleX); T sinX = glm::sin(angleX); return detail::tmat4x4( T(1), T(0), T(0), T(0), T(0), cosX, sinX, T(0), T(0),-sinX, cosX, T(0), T(0), T(0), T(0), T(1)); } template GLM_FUNC_QUALIFIER detail::tmat4x4 eulerAngleY ( T const & angleY ) { T cosY = glm::cos(angleY); T sinY = glm::sin(angleY); return detail::tmat4x4( cosY, T(0), -sinY, T(0), T(0), T(1), T(0), T(0), sinY, T(0), cosY, T(0), T(0), T(0), T(0), T(1)); } template GLM_FUNC_QUALIFIER detail::tmat4x4 eulerAngleZ ( T const & angleZ ) { T cosZ = glm::cos(angleZ); T sinZ = glm::sin(angleZ); return detail::tmat4x4( cosZ, sinZ, T(0), T(0), -sinZ, cosZ, T(0), T(0), T(0), T(0), T(1), T(0), T(0), T(0), T(0), T(1)); } template GLM_FUNC_QUALIFIER detail::tmat4x4 eulerAngleXY ( T const & angleX, T const & angleY ) { T cosX = glm::cos(angleX); T sinX = glm::sin(angleX); T cosY = glm::cos(angleY); T sinY = glm::sin(angleY); return detail::tmat4x4( cosY, -sinX * -sinY, cosX * -sinY, T(0), T(0), cosX, sinX, T(0), sinY, -sinX * cosY, cosX * cosY, T(0), T(0), T(0), T(0), T(1)); } template GLM_FUNC_QUALIFIER detail::tmat4x4 eulerAngleYX ( T const & angleY, T const & angleX ) { T cosX = glm::cos(angleX); T sinX = glm::sin(angleX); T cosY = glm::cos(angleY); T sinY = glm::sin(angleY); return detail::tmat4x4( cosY, 0, -sinY, T(0), sinY * sinX, cosX, cosY * sinX, T(0), sinY * cosX, -sinX, cosY * cosX, T(0), T(0), T(0), T(0), T(1)); } template GLM_FUNC_QUALIFIER detail::tmat4x4 eulerAngleXZ ( T const & angleX, T const & angleZ ) { return eulerAngleX(angleX) * eulerAngleZ(angleZ); } template GLM_FUNC_QUALIFIER detail::tmat4x4 eulerAngleZX ( T const & angleZ, T const & angleX ) { return eulerAngleZ(angleZ) * eulerAngleX(angleX); } template GLM_FUNC_QUALIFIER detail::tmat4x4 eulerAngleYZ ( T const & angleY, T const & angleZ ) { return eulerAngleY(angleY) * eulerAngleZ(angleZ); } template GLM_FUNC_QUALIFIER detail::tmat4x4 eulerAngleZY ( T const & angleZ, T const & angleY ) { return eulerAngleZ(angleZ) * eulerAngleY(angleY); } template GLM_FUNC_QUALIFIER detail::tmat4x4 eulerAngleYXZ ( T const & yaw, T const & pitch, T const & roll ) { T tmp_ch = glm::cos(yaw); T tmp_sh = glm::sin(yaw); T tmp_cp = glm::cos(pitch); T tmp_sp = glm::sin(pitch); T tmp_cb = glm::cos(roll); T tmp_sb = glm::sin(roll); detail::tmat4x4 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] = static_cast(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] = static_cast(0); Result[2][0] = tmp_sh * tmp_cp; Result[2][1] = -tmp_sp; Result[2][2] = tmp_ch * tmp_cp; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER detail::tmat4x4 yawPitchRoll ( T const & yaw, T const & pitch, T const & roll ) { T tmp_ch = glm::cos(yaw); T tmp_sh = glm::sin(yaw); T tmp_cp = glm::cos(pitch); T tmp_sp = glm::sin(pitch); T tmp_cb = glm::cos(roll); T tmp_sb = glm::sin(roll); detail::tmat4x4 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] = static_cast(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] = static_cast(0); Result[2][0] = tmp_sh * tmp_cp; Result[2][1] = -tmp_sp; Result[2][2] = tmp_ch * tmp_cp; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER detail::tmat2x2 orientate2 ( T const & angle ) { T c = glm::cos(angle); T s = glm::sin(angle); detail::tmat2x2 Result; Result[0][0] = c; Result[0][1] = s; Result[1][0] = -s; Result[1][1] = c; return Result; } template GLM_FUNC_QUALIFIER detail::tmat3x3 orientate3 ( T const & angle ) { T c = glm::cos(angle); T s = glm::sin(angle); detail::tmat3x3 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 GLM_FUNC_QUALIFIER detail::tmat3x3 orientate3 ( detail::tvec3 const & angles ) { return detail::tmat3x3(yawPitchRoll(angles.z, angles.x, angles.y)); } template GLM_FUNC_QUALIFIER detail::tmat4x4 orientate4 ( detail::tvec3 const & angles ) { return yawPitchRoll(angles.z, angles.x, angles.y); } }//namespace glm