lab9-GeometryPositionColorOrientation-src
// Yaw/Pitch/Roll -> Rotation Matrix
glm::yawPitchRoll(yaw, pitch, roll) ;
float yaw, // by y-axis (in radians)
float pitch, // by x-axis (in radians)
float roll // by z-axis (in radians)
// R1 != R2
glm::mat4 R1, R2, Rx, Ry, Rz;
Ry = glm::rotate(glm::mat4(1), 60, glm::vec3(0, 1, 0));
Rx = glm::rotate(glm::mat4(1), 30, glm::vec3(1, 0, 0));
Rz = glm::rotate(glm::mat4(1), 45, glm::vec3(0, 0, 1));
R1 = Ry * Rx * Rz; // world coordinate system에서 rotation
R2 = glm::yawPitchRoll(60, 30, 45); // Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (YXZ). local coordinate system에서 rotation