Update quaternion.hpp
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@@ -177,10 +177,10 @@ namespace glm
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vec<3, T, P> const & orig,
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vec<3, T, P> const & orig,
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vec<3, T, P> const & dest);
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vec<3, T, P> const & dest);
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/// Build a look at quaternion based on the default handedness.
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/// Build a look at quaternion based on the default handedness.
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///
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///
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/// @param direction Desired direction of the camera.
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/// @param direction Desired direction of the camera.
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/// @param up Up vector, how the camera is oriented.. Typically (0, 0, 1).
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, precision P>
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template<typename T, precision P>
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GLM_FUNC_DECL tquat<T, P> quatLookAt(
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GLM_FUNC_DECL tquat<T, P> quatLookAt(
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tvec3<T, P> const & direction,
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tvec3<T, P> const & direction,
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@@ -189,7 +189,7 @@ namespace glm
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/// Build a right-handed look at quaternion.
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/// Build a right-handed look at quaternion.
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///
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///
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/// @param direction Desired direction of the camera.
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/// @param direction Desired direction of the camera.
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/// @param up Up vector, how the camera is oriented. Typically (0, 0, 1).
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, precision P>
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template<typename T, precision P>
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GLM_FUNC_DECL tquat<T, P> quatLookAtRH(
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GLM_FUNC_DECL tquat<T, P> quatLookAtRH(
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tvec3<T, P> const & direction,
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tvec3<T, P> const & direction,
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@@ -199,7 +199,7 @@ namespace glm
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///
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///
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/// @param eye Position of the camera
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/// @param eye Position of the camera
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/// @param direction Desired direction onto which the +z-axis gets mapped
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/// @param direction Desired direction onto which the +z-axis gets mapped
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/// @param up Up vector, how the camera is oriented. Typically (0, 0, 1).
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template <typename T, precision P>
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template <typename T, precision P>
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GLM_FUNC_DECL tquat<T, P> quatLookAtLH(
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GLM_FUNC_DECL tquat<T, P> quatLookAtLH(
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tvec3<T, P> const & direction,
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tvec3<T, P> const & direction,
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