text: ///////////////////////////////////////////////////////////////////////////////////
  /// OpenGL Mathematics (glm.g-truc.net)
  ///
  /// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
  /// Permission is hereby granted, free of charge, to any person obtaining a copy
  /// of this software and associated documentation files (the "Software"), to deal
  /// in the Software without restriction, including without limitation the rights
  /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  /// copies of the Software, and to permit persons to whom the Software is
  /// furnished to do so, subject to the following conditions:
  /// 
  /// The above copyright notice and this permission notice shall be included in
  /// all copies or substantial portions of the Software.
  /// 
  /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  /// THE SOFTWARE.
  ///
  /// @ref gtx_euler_angles
  /// @file glm/gtx/euler_angles.hpp
  /// @date 2005-12-21 / 2011-06-07
  /// @author Christophe Riccio
  ///
  /// @see core (dependence)
  /// @see gtc_half_float (dependence)
  ///
  /// @defgroup gtx_euler_angles GLM_GTX_euler_angles
  /// @ingroup gtx
  /// 
  /// @brief Build matrices from Euler angles.
  /// 
  /// <glm/gtx/euler_angles.hpp> need to be included to use these functionalities.
  ///////////////////////////////////////////////////////////////////////////////////
  
  #pragma once
  
  // Dependency:
  #include "../glm.hpp"
  
  #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
  #	pragma message("GLM: GLM_GTX_euler_angles extension included")
  #endif
  
  namespace glm
  {
  	/// @addtogroup gtx_euler_angles
  	/// @{
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X.
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleX(
  		T const & angleX);
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y.
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleY(
  		T const & angleY);
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z.
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleZ(
  		T const & angleZ);
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y).
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleXY(
  		T const & angleX,
  		T const & angleY);
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X).
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleYX(
  		T const & angleY,
  		T const & angleX);
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z).
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleXZ(
  		T const & angleX,
  		T const & angleZ);
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X).
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleZX(
  		T const & angle,
  		T const & angleX);
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z).
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleYZ(
  		T const & angleY,
  		T const & angleZ);
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y).
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleZY(
  		T const & angleZ,
  		T const & angleY);
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> eulerAngleYXZ(
  		T const & yaw,
  		T const & pitch,
  		T const & roll);
  
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> yawPitchRoll(
  		T const & yaw,
  		T const & pitch,
  		T const & roll);
  
  	/// Creates a 2D 2 * 2 rotation matrix from an euler angle.
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat2x2<T, defaultp> orientate2(T const & angle);
  
  	/// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle.
  	/// @see gtx_euler_angles
  	template <typename T>
  	GLM_FUNC_DECL detail::tmat3x3<T, defaultp> orientate3(T const & angle);
  
  	/// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z). 
  	/// @see gtx_euler_angles
  	template <typename T, precision P>
  	GLM_FUNC_DECL detail::tmat3x3<T, P> orientate3(detail::tvec3<T, P> const & angles);
  		
  	/// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z).
  	/// @see gtx_euler_angles
  	template <typename T, precision P>
  	GLM_FUNC_DECL detail::tmat4x4<T, P> orientate4(detail::tvec3<T, P> const & angles);
  
  	/// @}
  }//namespace glm
  
  #include "euler_angles.inl"
  