2016-05-30 16:37:03 +00:00
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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtx_euler_angles
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/// @file glm/gtx/euler_angles.inl
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/// @date 2005-12-21 / 2011-06-07
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/// @author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////////////////////
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namespace glm
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{
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleX
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(
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T const & angleX
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)
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{
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T cosX = glm::cos(angleX);
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T sinX = glm::sin(angleX);
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return tmat4x4<T, defaultp>(
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T(1), T(0), T(0), T(0),
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T(0), cosX, sinX, T(0),
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T(0),-sinX, cosX, T(0),
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T(0), T(0), T(0), T(1));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleY
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(
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T const & angleY
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)
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{
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T cosY = glm::cos(angleY);
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T sinY = glm::sin(angleY);
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return tmat4x4<T, defaultp>(
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cosY, T(0), -sinY, T(0),
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T(0), T(1), T(0), T(0),
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sinY, T(0), cosY, T(0),
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T(0), T(0), T(0), T(1));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleZ
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(
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T const & angleZ
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)
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{
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T cosZ = glm::cos(angleZ);
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T sinZ = glm::sin(angleZ);
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return tmat4x4<T, defaultp>(
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cosZ, sinZ, T(0), T(0),
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-sinZ, cosZ, T(0), T(0),
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T(0), T(0), T(1), T(0),
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T(0), T(0), T(0), T(1));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleXY
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(
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T const & angleX,
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T const & angleY
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)
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{
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T cosX = glm::cos(angleX);
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T sinX = glm::sin(angleX);
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T cosY = glm::cos(angleY);
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T sinY = glm::sin(angleY);
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return tmat4x4<T, defaultp>(
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cosY, -sinX * -sinY, cosX * -sinY, T(0),
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T(0), cosX, sinX, T(0),
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sinY, -sinX * cosY, cosX * cosY, T(0),
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T(0), T(0), T(0), T(1));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleYX
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(
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T const & angleY,
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T const & angleX
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)
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{
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T cosX = glm::cos(angleX);
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T sinX = glm::sin(angleX);
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T cosY = glm::cos(angleY);
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T sinY = glm::sin(angleY);
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return tmat4x4<T, defaultp>(
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cosY, 0, -sinY, T(0),
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sinY * sinX, cosX, cosY * sinX, T(0),
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sinY * cosX, -sinX, cosY * cosX, T(0),
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T(0), T(0), T(0), T(1));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleXZ
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(
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T const & angleX,
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T const & angleZ
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)
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{
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return eulerAngleX(angleX) * eulerAngleZ(angleZ);
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleZX
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(
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T const & angleZ,
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T const & angleX
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)
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{
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return eulerAngleZ(angleZ) * eulerAngleX(angleX);
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleYZ
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(
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T const & angleY,
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T const & angleZ
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)
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{
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return eulerAngleY(angleY) * eulerAngleZ(angleZ);
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleZY
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(
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T const & angleZ,
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T const & angleY
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)
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{
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return eulerAngleZ(angleZ) * eulerAngleY(angleY);
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> eulerAngleYXZ
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(
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T const & yaw,
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T const & pitch,
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T const & roll
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)
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{
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T tmp_ch = glm::cos(yaw);
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T tmp_sh = glm::sin(yaw);
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T tmp_cp = glm::cos(pitch);
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T tmp_sp = glm::sin(pitch);
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T tmp_cb = glm::cos(roll);
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T tmp_sb = glm::sin(roll);
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tmat4x4<T, defaultp> Result;
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Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb;
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Result[0][1] = tmp_sb * tmp_cp;
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Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb;
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Result[1][1] = tmp_cb * tmp_cp;
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Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = tmp_sh * tmp_cp;
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Result[2][1] = -tmp_sp;
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Result[2][2] = tmp_ch * tmp_cp;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> yawPitchRoll
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(
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T const & yaw,
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T const & pitch,
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T const & roll
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)
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{
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T tmp_ch = glm::cos(yaw);
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T tmp_sh = glm::sin(yaw);
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T tmp_cp = glm::cos(pitch);
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T tmp_sp = glm::sin(pitch);
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T tmp_cb = glm::cos(roll);
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T tmp_sb = glm::sin(roll);
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tmat4x4<T, defaultp> Result;
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Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb;
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Result[0][1] = tmp_sb * tmp_cp;
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Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb;
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Result[0][3] = static_cast<T>(0);
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Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb;
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Result[1][1] = tmp_cb * tmp_cp;
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Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb;
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Result[1][3] = static_cast<T>(0);
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Result[2][0] = tmp_sh * tmp_cp;
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Result[2][1] = -tmp_sp;
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Result[2][2] = tmp_ch * tmp_cp;
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Result[2][3] = static_cast<T>(0);
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Result[3][0] = static_cast<T>(0);
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Result[3][1] = static_cast<T>(0);
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Result[3][2] = static_cast<T>(0);
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Result[3][3] = static_cast<T>(1);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat2x2<T, defaultp> orientate2
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T const & angle
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)
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{
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T c = glm::cos(angle);
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T s = glm::sin(angle);
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tmat2x2<T, defaultp> Result;
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Result[0][0] = c;
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Result[0][1] = s;
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Result[1][0] = -s;
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Result[1][1] = c;
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat3x3<T, defaultp> orientate3
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(
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T const & angle
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)
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{
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T c = glm::cos(angle);
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T s = glm::sin(angle);
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tmat3x3<T, defaultp> Result;
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Result[0][0] = c;
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Result[0][1] = s;
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Result[0][2] = 0.0f;
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Result[1][0] = -s;
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Result[1][1] = c;
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Result[1][2] = 0.0f;
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Result[2][0] = 0.0f;
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Result[2][1] = 0.0f;
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Result[2][2] = 1.0f;
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return Result;
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER tmat3x3<T, P> orientate3
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(
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tvec3<T, P> const & angles
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)
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{
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return tmat3x3<T, P>(yawPitchRoll(angles.z, angles.x, angles.y));
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER tmat4x4<T, P> orientate4
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(
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tvec3<T, P> const & angles
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)
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{
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return yawPitchRoll(angles.z, angles.x, angles.y);
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}
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}//namespace glm
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