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Fixed quatLookAt #659

Christophe Riccio 8 years ago
parent
commit
6c70e74f3c
2 changed files with 37 additions and 37 deletions
  1. 33 33
      glm/gtx/quaternion.hpp
  2. 4 4
      glm/gtx/quaternion.inl

+ 33 - 33
glm/gtx/quaternion.hpp

@@ -60,42 +60,42 @@ namespace glm
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> squad(
 	GLM_FUNC_DECL tquat<T, P> squad(
-		tquat<T, P> const & q1,
-		tquat<T, P> const & q2,
-		tquat<T, P> const & s1,
-		tquat<T, P> const & s2,
-		T const & h);
+		tquat<T, P> const& q1,
+		tquat<T, P> const& q2,
+		tquat<T, P> const& s1,
+		tquat<T, P> const& s2,
+		T const& h);
 
 
 	//! Returns an intermediate control point for squad interpolation.
 	//! Returns an intermediate control point for squad interpolation.
 	///
 	///
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> intermediate(
 	GLM_FUNC_DECL tquat<T, P> intermediate(
-		tquat<T, P> const & prev,
-		tquat<T, P> const & curr,
-		tquat<T, P> const & next);
+		tquat<T, P> const& prev,
+		tquat<T, P> const& curr,
+		tquat<T, P> const& next);
 
 
 	//! Returns a exp of a quaternion.
 	//! Returns a exp of a quaternion.
 	///
 	///
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> exp(
 	GLM_FUNC_DECL tquat<T, P> exp(
-		tquat<T, P> const & q);
+		tquat<T, P> const& q);
 
 
 	//! Returns a log of a quaternion.
 	//! Returns a log of a quaternion.
 	///
 	///
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> log(
 	GLM_FUNC_DECL tquat<T, P> log(
-		tquat<T, P> const & q);
+		tquat<T, P> const& q);
 
 
 	/// Returns x raised to the y power.
 	/// Returns x raised to the y power.
 	///
 	///
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> pow(
 	GLM_FUNC_DECL tquat<T, P> pow(
-		tquat<T, P> const & x,
-		T const & y);
+		tquat<T, P> const& x,
+		T const& y);
 
 
 	//! Returns quarternion square root.
 	//! Returns quarternion square root.
 	///
 	///
@@ -109,37 +109,37 @@ namespace glm
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL vec<3, T, P> rotate(
 	GLM_FUNC_DECL vec<3, T, P> rotate(
-		tquat<T, P> const & q,
-		vec<3, T, P> const & v);
+		tquat<T, P> const& q,
+		vec<3, T, P> const& v);
 
 
 	/// Rotates a 4 components vector by a quaternion.
 	/// Rotates a 4 components vector by a quaternion.
 	///
 	///
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL vec<4, T, P> rotate(
 	GLM_FUNC_DECL vec<4, T, P> rotate(
-		tquat<T, P> const & q,
-		vec<4, T, P> const & v);
+		tquat<T, P> const& q,
+		vec<4, T, P> const& v);
 
 
 	/// Extract the real component of a quaternion.
 	/// Extract the real component of a quaternion.
 	///
 	///
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL T extractRealComponent(
 	GLM_FUNC_DECL T extractRealComponent(
-		tquat<T, P> const & q);
+		tquat<T, P> const& q);
 
 
 	/// Converts a quaternion to a 3 * 3 matrix.
 	/// Converts a quaternion to a 3 * 3 matrix.
 	///
 	///
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL mat<3, 3, T, P> toMat3(
 	GLM_FUNC_DECL mat<3, 3, T, P> toMat3(
-		tquat<T, P> const & x){return mat3_cast(x);}
+		tquat<T, P> const& x){return mat3_cast(x);}
 
 
 	/// Converts a quaternion to a 4 * 4 matrix.
 	/// Converts a quaternion to a 4 * 4 matrix.
 	///
 	///
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL mat<4, 4, T, P> toMat4(
 	GLM_FUNC_DECL mat<4, 4, T, P> toMat4(
-		tquat<T, P> const & x){return mat4_cast(x);}
+		tquat<T, P> const& x){return mat4_cast(x);}
 
 
 	/// Converts a 3 * 3 matrix to a quaternion.
 	/// Converts a 3 * 3 matrix to a quaternion.
 	///
 	///
@@ -160,18 +160,18 @@ namespace glm
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> shortMix(
 	GLM_FUNC_DECL tquat<T, P> shortMix(
-		tquat<T, P> const & x,
-		tquat<T, P> const & y,
-		T const & a);
+		tquat<T, P> const& x,
+		tquat<T, P> const& y,
+		T const& a);
 
 
 	/// Quaternion normalized linear interpolation.
 	/// Quaternion normalized linear interpolation.
 	///
 	///
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> fastMix(
 	GLM_FUNC_DECL tquat<T, P> fastMix(
-		tquat<T, P> const & x,
-		tquat<T, P> const & y,
-		T const & a);
+		tquat<T, P> const& x,
+		tquat<T, P> const& y,
+		T const& a);
 
 
 	/// Compute the rotation between two vectors.
 	/// Compute the rotation between two vectors.
 	/// param orig vector, needs to be normalized
 	/// param orig vector, needs to be normalized
@@ -180,8 +180,8 @@ namespace glm
 	/// @see gtx_quaternion
 	/// @see gtx_quaternion
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> rotation(
 	GLM_FUNC_DECL tquat<T, P> 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.
 	/// 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).
 	/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> quatLookAt(
 	GLM_FUNC_DECL tquat<T, P> quatLookAt(
-		tvec3<T, P> const & direction,
-		tvec3<T, P> const & up);
+		vec<3, T, P> const& direction,
+		vec<3, T, P> const& up);
 
 
 	/// Build a right-handed look at quaternion.
 	/// 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).
 	/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> quatLookAtRH(
 	GLM_FUNC_DECL tquat<T, P> quatLookAtRH(
-		tvec3<T, P> const & direction,
-		tvec3<T, P> const & up);
+		vec<3, T, P> const& direction,
+		vec<3, T, P> const& up);
 
 
 	/// Build a left-handed look at quaternion.
 	/// 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).
 	/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
 	template<typename T, precision P>
 	template<typename T, precision P>
 	GLM_FUNC_DECL tquat<T, P> quatLookAtLH(
 	GLM_FUNC_DECL tquat<T, P> quatLookAtLH(
-		tvec3<T, P> const & direction,
-		tvec3<T, P> const & up);
+		vec<3, T, P> const& direction,
+		vec<3, T, P> const& up);
 	
 	
 	/// Returns the squared length of x.
 	/// Returns the squared length of x.
 	/// 
 	/// 

+ 4 - 4
glm/gtx/quaternion.inl

@@ -84,7 +84,7 @@ namespace glm
 	}
 	}
 
 
 	template<typename T, precision P>
 	template<typename T, precision P>
-	GLM_FUNC_QUALIFIER tquat<T, P> pow(tquat<T, P> const & x, T const & y)
+	GLM_FUNC_QUALIFIER tquat<T, P> pow(tquat<T, P> const& x, T const& y)
 	{
 	{
 		//Raising to the power of 0 should yield 1
 		//Raising to the power of 0 should yield 1
 		//Needed to prevent a division by 0 error later on
 		//Needed to prevent a division by 0 error later on
@@ -216,7 +216,7 @@ namespace glm
 	}
 	}
 	
 	
 	template<typename T, precision P>
 	template<typename T, precision P>
-	GLM_FUNC_QUALIFIER tquat<T, P> quatLookAt(tvec3<T, P> const& direction, tvec3<T, P> const& up)
+	GLM_FUNC_QUALIFIER tquat<T, P> quatLookAt(vec<3, T, P> const& direction, vec<3, T, P> const& up)
 	{
 	{
 #		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
 #		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
 			return quatLookAtLH(direction, up);
 			return quatLookAtLH(direction, up);
@@ -226,7 +226,7 @@ namespace glm
 	}
 	}
 
 
 	template<typename T, precision P>
 	template<typename T, precision P>
-	GLM_FUNC_QUALIFIER tquat<T, P> quatLookAtRH(tvec3<T, P> const& direction, tvec3<T, P> const& up)
+	GLM_FUNC_QUALIFIER tquat<T, P> quatLookAtRH(vec<3, T, P> const& direction, vec<3, T, P> const& up)
 	{
 	{
 		tmat3x3<T, P> Result;
 		tmat3x3<T, P> Result;
 
 
@@ -238,7 +238,7 @@ namespace glm
 	}
 	}
 
 
 	template<typename T, precision P>
 	template<typename T, precision P>
-	GLM_FUNC_QUALIFIER tquat<T, P> quatLookAtLH(tvec3<T, P> const& direction, tvec3<T, P> const& up)
+	GLM_FUNC_QUALIFIER tquat<T, P> quatLookAtLH(vec<3, T, P> const& direction, vec<3, T, P> const& up)
 	{
 	{
 		tmat3x3<T, P> Result;
 		tmat3x3<T, P> Result;