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@ -38,33 +38,6 @@ namespace glm |
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/// @see ext_quaternion_transform
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/// @see ext_quaternion_transform
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template<typename T, qualifier Q> |
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template<typename T, qualifier Q> |
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GLM_FUNC_DECL qua<T, Q> rotate(qua<T, Q> const& q, T const& angle, vec<3, T, Q> const& axis); |
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GLM_FUNC_DECL qua<T, Q> rotate(qua<T, Q> const& q, T const& angle, vec<3, T, Q> const& axis); |
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/// Build a look at quaternion based on the default handedness.
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///
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/// @param direction Desired forward direction. Needs to be normalized.
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, qualifier Q> |
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GLM_FUNC_DECL qua<T, Q> quatLookAt( |
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vec<3, T, Q> const& direction, |
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vec<3, T, Q> const& up); |
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/// Build a right-handed look at quaternion.
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///
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/// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized.
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, qualifier Q> |
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GLM_FUNC_DECL qua<T, Q> quatLookAtRH( |
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vec<3, T, Q> const& direction, |
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vec<3, T, Q> const& up); |
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/// Build a left-handed look at quaternion.
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///
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/// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized.
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, qualifier Q> |
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GLM_FUNC_DECL qua<T, Q> quatLookAtLH( |
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vec<3, T, Q> const& direction, |
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vec<3, T, Q> const& up); |
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/// @}
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/// @}
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} //namespace glm
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} //namespace glm
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