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@@ -38,33 +38,6 @@ namespace glm
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/// @see ext_quaternion_transform
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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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-
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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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-
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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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-
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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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} //namespace glm
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