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-rw-r--r--external/include/glm/gtx/euler_angles.hpp143
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diff --git a/external/include/glm/gtx/euler_angles.hpp b/external/include/glm/gtx/euler_angles.hpp
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+/// @ref gtx_euler_angles
+/// @file glm/gtx/euler_angles.hpp
+///
+/// @see core (dependence)
+/// @see gtc_half_float (dependence)
+///
+/// @defgroup gtx_euler_angles GLM_GTX_euler_angles
+/// @ingroup gtx
+///
+/// @brief Build matrices from Euler angles.
+///
+/// <glm/gtx/euler_angles.hpp> need to be included to use these functionalities.
+
+#pragma once
+
+// Dependency:
+#include "../glm.hpp"
+
+#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 tmat4x4<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 tmat4x4<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 tmat4x4<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 tmat4x4<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 tmat4x4<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 tmat4x4<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 tmat4x4<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 tmat4x4<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 tmat4x4<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 tmat4x4<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 tmat4x4<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 tmat4x4<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 tmat2x2<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 tmat3x3<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, precision P>
+ GLM_FUNC_DECL tmat3x3<T, P> orientate3(tvec3<T, P> const & angles);
+
+ /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
+ /// @see gtx_euler_angles
+ template <typename T, precision P>
+ GLM_FUNC_DECL tmat4x4<T, P> orientate4(tvec3<T, P> 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(tmat4x4<T, defaultp> const & M,
+ T & t1,
+ T & t2,
+ T & t3);
+
+ /// @}
+}//namespace glm
+
+#include "euler_angles.inl"