/usr/include/glm/gtx/euler_angles.hpp is in libglm-dev 0.9.9~a2-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 | /// @ref gtx_euler_angles
/// @file glm/gtx/euler_angles.hpp
///
/// @see core (dependence)
///
/// @defgroup gtx_euler_angles GLM_GTX_euler_angles
/// @ingroup gtx
///
/// Include <glm/gtx/euler_angles.hpp> to use the features of this extension.
///
/// Build matrices from Euler angles.
#pragma once
// Dependency:
#include "../glm.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_euler_angles is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
#endif
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !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<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleX(
T const& angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleY(
T const& angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZ(
T const& angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXY(
T const& angleX,
T const& angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYX(
T const& angleY,
T const& angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZ(
T const& angleX,
T const& angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZX(
T const& angle,
T const& angleX);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZ(
T const& angleY,
T const& angleZ);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZY(
T const& angleZ,
T const& angleY);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYZ(
T const& t1,
T const& t2,
T const& t3);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXZ(
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<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> yawPitchRoll(
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<typename T>
GLM_FUNC_DECL mat<2, 2, T, defaultp> orientate2(T const& angle);
/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL mat<3, 3, T, defaultp> orientate3(T const& angle);
/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template<typename T, qualifier Q>
GLM_FUNC_DECL mat<3, 3, T, Q> orientate3(vec<3, T, Q> const& angles);
/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
/// @see gtx_euler_angles
template<typename T, qualifier Q>
GLM_FUNC_DECL mat<4, 4, T, Q> orientate4(vec<3, T, Q> const& angles);
/// Extracts the (X * Y * Z) Euler angles from the rotation matrix M
/// @see gtx_euler_angles
template<typename T>
GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M,
T & t1,
T & t2,
T & t3);
/// @}
}//namespace glm
#include "euler_angles.inl"
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