diff --git a/glm/gtx/quaternion.hpp b/glm/gtx/quaternion.hpp index dc9d5268..5497c8a3 100644 --- a/glm/gtx/quaternion.hpp +++ b/glm/gtx/quaternion.hpp @@ -60,42 +60,42 @@ namespace glm /// @see gtx_quaternion template GLM_FUNC_DECL tquat squad( - tquat const & q1, - tquat const & q2, - tquat const & s1, - tquat const & s2, - T const & h); + tquat const& q1, + tquat const& q2, + tquat const& s1, + tquat const& s2, + T const& h); //! Returns an intermediate control point for squad interpolation. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat intermediate( - tquat const & prev, - tquat const & curr, - tquat const & next); + tquat const& prev, + tquat const& curr, + tquat const& next); //! Returns a exp of a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat exp( - tquat const & q); + tquat const& q); //! Returns a log of a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat log( - tquat const & q); + tquat const& q); /// Returns x raised to the y power. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat pow( - tquat const & x, - T const & y); + tquat const& x, + T const& y); //! Returns quarternion square root. /// @@ -109,37 +109,37 @@ namespace glm /// @see gtx_quaternion template GLM_FUNC_DECL vec<3, T, P> rotate( - tquat const & q, - vec<3, T, P> const & v); + tquat const& q, + vec<3, T, P> const& v); /// Rotates a 4 components vector by a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<4, T, P> rotate( - tquat const & q, - vec<4, T, P> const & v); + tquat const& q, + vec<4, T, P> const& v); /// Extract the real component of a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL T extractRealComponent( - tquat const & q); + tquat const& q); /// Converts a quaternion to a 3 * 3 matrix. /// /// @see gtx_quaternion template GLM_FUNC_DECL mat<3, 3, T, P> toMat3( - tquat const & x){return mat3_cast(x);} + tquat const& x){return mat3_cast(x);} /// Converts a quaternion to a 4 * 4 matrix. /// /// @see gtx_quaternion template GLM_FUNC_DECL mat<4, 4, T, P> toMat4( - tquat const & x){return mat4_cast(x);} + tquat const& x){return mat4_cast(x);} /// Converts a 3 * 3 matrix to a quaternion. /// @@ -160,18 +160,18 @@ namespace glm /// @see gtx_quaternion template GLM_FUNC_DECL tquat shortMix( - tquat const & x, - tquat const & y, - T const & a); + tquat const& x, + tquat const& y, + T const& a); /// Quaternion normalized linear interpolation. /// /// @see gtx_quaternion template GLM_FUNC_DECL tquat fastMix( - tquat const & x, - tquat const & y, - T const & a); + tquat const& x, + tquat const& y, + T const& a); /// Compute the rotation between two vectors. /// param orig vector, needs to be normalized @@ -180,8 +180,8 @@ namespace glm /// @see gtx_quaternion template GLM_FUNC_DECL tquat rotation( - vec<3, T, P> const & orig, - vec<3, T, P> const & dest); + vec<3, T, P> const& orig, + vec<3, T, P> const& dest); /// Build a look at quaternion based on the default handedness. /// @@ -189,8 +189,8 @@ namespace glm /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). template GLM_FUNC_DECL tquat quatLookAt( - tvec3 const & direction, - tvec3 const & up); + vec<3, T, P> const& direction, + vec<3, T, P> const& up); /// Build a right-handed look at quaternion. /// @@ -198,8 +198,8 @@ namespace glm /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). template GLM_FUNC_DECL tquat quatLookAtRH( - tvec3 const & direction, - tvec3 const & up); + vec<3, T, P> const& direction, + vec<3, T, P> const& up); /// Build a left-handed look at quaternion. /// @@ -208,8 +208,8 @@ namespace glm /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). template GLM_FUNC_DECL tquat quatLookAtLH( - tvec3 const & direction, - tvec3 const & up); + vec<3, T, P> const& direction, + vec<3, T, P> const& up); /// Returns the squared length of x. /// diff --git a/glm/gtx/quaternion.inl b/glm/gtx/quaternion.inl index 13e73eba..3abf502c 100644 --- a/glm/gtx/quaternion.inl +++ b/glm/gtx/quaternion.inl @@ -84,7 +84,7 @@ namespace glm } template - GLM_FUNC_QUALIFIER tquat pow(tquat const & x, T const & y) + GLM_FUNC_QUALIFIER tquat pow(tquat const& x, T const& y) { //Raising to the power of 0 should yield 1 //Needed to prevent a division by 0 error later on @@ -216,7 +216,7 @@ namespace glm } template - GLM_FUNC_QUALIFIER tquat quatLookAt(tvec3 const& direction, tvec3 const& up) + GLM_FUNC_QUALIFIER tquat quatLookAt(vec<3, T, P> const& direction, vec<3, T, P> const& up) { # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED return quatLookAtLH(direction, up); @@ -226,7 +226,7 @@ namespace glm } template - GLM_FUNC_QUALIFIER tquat quatLookAtRH(tvec3 const& direction, tvec3 const& up) + GLM_FUNC_QUALIFIER tquat quatLookAtRH(vec<3, T, P> const& direction, vec<3, T, P> const& up) { tmat3x3 Result; @@ -238,7 +238,7 @@ namespace glm } template - GLM_FUNC_QUALIFIER tquat quatLookAtLH(tvec3 const& direction, tvec3 const& up) + GLM_FUNC_QUALIFIER tquat quatLookAtLH(vec<3, T, P> const& direction, vec<3, T, P> const& up) { tmat3x3 Result;