2#define GLM_FORCE_RADIANS
3#define GLM_FORCE_SWIZZLE
4#define GLM_ENABLE_EXPERIMENTAL
5#define GLM_FORCE_QUAT_DATA_XYZW
6#define GLM_FORCE_XYZW_ONLY
7#define GLM_FORCE_QUAT_CTOR_XYZW
9#include <glm/gtx/transform.hpp>
10#include <glm/gtx/matrix_decompose.hpp>
11#include <glm/gtc/integer.hpp>
12#include <glm/gtc/matrix_transform.hpp>
13#include <glm/gtc/quaternion.hpp>
14#include <glm/ext/quaternion_float.hpp>
15#include <glm/ext/quaternion_transform.hpp>
16#include <glm/vec2.hpp>
17#include <glm/vec3.hpp>
18#include <glm/vec4.hpp>
19#include <glm/mat2x2.hpp>
20#include <glm/mat3x3.hpp>
21#include <glm/mat4x4.hpp>
32 static_assert(
sizeof(
float4) == 4 *
sizeof(
float));
33 static_assert(
sizeof(
float3) == 3 *
sizeof(
float));
34 static_assert(
sizeof(
float2) == 2 *
sizeof(
float));
35 static_assert(
sizeof(
float4x4) == 16 *
sizeof(
float));
Definition Decompose.hpp:4
vec2 float2
Definition Math.hpp:27
vec3 float3
Definition Math.hpp:26
vec4 float4
Definition Math.hpp:25
mat4 float4x4
Definition Math.hpp:28