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Added creating a derived matrix from the rotation matrix.

Creating a derived matrix from the rotation matrix about the x-, y-, and z-axis.
Vitali Parkhomenko 7 years ago
parent
commit
5fe5f32edd
2 changed files with 69 additions and 0 deletions
  1. 18 0
      glm/gtx/euler_angles.hpp
  2. 51 0
      glm/gtx/euler_angles.inl

+ 18 - 0
glm/gtx/euler_angles.hpp

@@ -46,6 +46,24 @@ namespace glm
 	GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZ(
 		T const& angleZ);
 
+	/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about X-axis.
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleX(
+		T const & angleX, T const & angularVelocityX);
+
+	/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Y-axis.
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleY(
+		T const & angleY, T const & angularVelocityY);
+
+	/// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Z-axis.
+	/// @see gtx_euler_angles
+	template <typename T>
+	GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleZ(
+		T const & angleZ, T const & angularVelocityZ);
+
 	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
 	/// @see gtx_euler_angles
 	template<typename T>

+ 51 - 0
glm/gtx/euler_angles.inl

@@ -53,6 +53,57 @@ namespace glm
 			T(0),	T(0),	T(0), T(1));
 	}
 
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleX
+	(
+		T const & angleX,
+		T const & angularVelocityX
+	)
+	{
+		T cosX = glm::cos(angleX) * angularVelocityX;
+		T sinX = glm::sin(angleX) * angularVelocityX;
+
+		return mat<4, 4, T, defaultp>(
+			T(0), T(0), T(0), T(0),
+			T(0),-sinX, cosX, T(0),
+			T(0),-cosX,-sinX, T(0),
+			T(0), T(0), T(0), T(0));
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleY
+	(
+		T const & angleY,
+		T const & angularVelocityY
+	)
+	{
+		T cosY = glm::cos(angleY) * angularVelocityY;
+		T sinY = glm::sin(angleY) * angularVelocityY;
+
+		return mat<4, 4, T, defaultp>(
+			-sinY, T(0), -cosY, T(0),
+			 T(0), T(0),  T(0), T(0),
+			 cosY, T(0), -sinY, T(0),
+			 T(0), T(0),  T(0), T(0));
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleZ
+	(
+		T const & angleZ,
+		T const & angularVelocityZ
+	)
+	{
+		T cosZ = glm::cos(angleZ) * angularVelocityZ;
+		T sinZ = glm::sin(angleZ) * angularVelocityZ;
+
+		return mat<4, 4, T, defaultp>(
+			-sinZ,  cosZ, T(0), T(0),
+			-cosZ, -sinZ, T(0), T(0),
+			 T(0),  T(0), T(0), T(0),
+			 T(0),  T(0), T(0), T(0));
+	}
+
 	template<typename T>
 	GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXY
 	(