#include <stdint.h>
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/matrix_decompose.hpp>
#include <glm/gtx/matrix_transform_2d.hpp>
#include <glm/gtx/vector_angle.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <vector>
Go to the source code of this file.
◆ DEGREES_TO_RADIANS
| #define DEGREES_TO_RADIANS (PI / 180) |
◆ GLM_FORCE_DEPTH_ZERO_TO_ONE
| #define GLM_FORCE_DEPTH_ZERO_TO_ONE 1 |
◆ PI
| #define PI 3.14159265359f |
◆ RADIANS_TO_DEGREES
| #define RADIANS_TO_DEGREES (180 / PI) |
◆ Maths::RandRange< glm::vec2 >()
◆ Maths::RandRange< glm::vec3 >()
◆ Maths::RandRange< glm::vec4 >()