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@ -95,6 +95,14 @@ namespace glm |
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//////////////////////////////////////
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//////////////////////////////////////
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// Convertions
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// Convertions
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# ifdef GLM_FORCE_EXPLICIT_CTOR |
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template <typename U, precision Q> |
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GLM_FUNC_DECL explicit tquat(tquat<U, Q> const & q); |
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# else |
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template <typename U, precision Q> |
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GLM_FUNC_DECL tquat(tquat<U, Q> const & q); |
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# endif |
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/// Create a quaternion from two normalized axis
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/// Create a quaternion from two normalized axis
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///
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///
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/// @param u A first normalized axis
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/// @param u A first normalized axis
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@ -102,6 +110,7 @@ namespace glm |
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/// @see gtc_quaternion
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/// @see gtc_quaternion
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/// @see http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors
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/// @see http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors
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GLM_FUNC_DECL explicit tquat(tvec3<T, P> const & u, tvec3<T, P> const & v); |
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GLM_FUNC_DECL explicit tquat(tvec3<T, P> const & u, tvec3<T, P> const & v); |
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/// Build a quaternion from euler angles (pitch, yaw, roll), in radians.
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/// Build a quaternion from euler angles (pitch, yaw, roll), in radians.
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GLM_FUNC_DECL explicit tquat(tvec3<T, P> const & eulerAngles); |
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GLM_FUNC_DECL explicit tquat(tvec3<T, P> const & eulerAngles); |
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GLM_FUNC_DECL explicit tquat(tmat3x3<T, P> const & m); |
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GLM_FUNC_DECL explicit tquat(tmat3x3<T, P> const & m); |
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