Add ktx
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/// @ref gtx_euler_angles
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/// @file glm/gtx/euler_angles.hpp
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///
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/// @see core (dependence)
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///
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/// @defgroup gtx_euler_angles GLM_GTX_euler_angles
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/// @ingroup gtx
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///
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/// @brief Build matrices from Euler angles.
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///
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/// <glm/gtx/euler_angles.hpp> need to be included to use these functionalities.
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#pragma once
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// Dependency:
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#include "../glm.hpp"
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#ifndef GLM_ENABLE_EXPERIMENTAL
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# 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."
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#endif
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#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
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# pragma message("GLM: GLM_GTX_euler_angles extension included")
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#endif
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namespace glm
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{
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/// @addtogroup gtx_euler_angles
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/// @{
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleX(
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T const & angleX);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleY(
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T const & angleY);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZ(
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T const & angleZ);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXY(
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T const & angleX,
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T const & angleY);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYX(
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T const & angleY,
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T const & angleX);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZ(
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T const & angleX,
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T const & angleZ);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZX(
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T const & angle,
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T const & angleX);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZ(
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T const & angleY,
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T const & angleZ);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZY(
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T const & angleZ,
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T const & angleY);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z).
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYZ(
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T const & t1,
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T const & t2,
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T const & t3);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXZ(
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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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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> yawPitchRoll(
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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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/// Creates a 2D 2 * 2 rotation matrix from an euler angle.
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<2, 2, T, defaultp> orientate2(T const & angle);
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/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL mat<3, 3, T, defaultp> orientate3(T const & angle);
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/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z).
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/// @see gtx_euler_angles
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template<typename T, precision P>
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GLM_FUNC_DECL mat<3, 3, T, P> orientate3(vec<3, T, P> const & angles);
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/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
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/// @see gtx_euler_angles
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template<typename T, precision P>
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GLM_FUNC_DECL mat<4, 4, T, P> orientate4(vec<3, T, P> const & angles);
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/// Extracts the (X * Y * Z) Euler angles from the rotation matrix M
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/// @see gtx_euler_angles
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template<typename T>
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GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const & M,
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T & t1,
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T & t2,
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T & t3);
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/// @}
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}//namespace glm
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#include "euler_angles.inl"
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