Fixed quatLookAt #659
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@@ -189,8 +189,8 @@ namespace glm
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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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GLM_FUNC_DECL tquat<T, P> quatLookAt(
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tvec3<T, P> const & direction,
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tvec3<T, P> const & up);
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vec<3, T, P> const& direction,
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vec<3, T, P> const& up);
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/// Build a right-handed look at quaternion.
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///
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@@ -198,8 +198,8 @@ namespace glm
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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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GLM_FUNC_DECL tquat<T, P> quatLookAtRH(
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tvec3<T, P> const & direction,
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tvec3<T, P> const & up);
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vec<3, T, P> const& direction,
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vec<3, T, P> const& up);
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/// Build a left-handed look at quaternion.
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///
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@@ -208,8 +208,8 @@ namespace glm
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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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GLM_FUNC_DECL tquat<T, P> quatLookAtLH(
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tvec3<T, P> const & direction,
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tvec3<T, P> const & up);
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vec<3, T, P> const& direction,
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vec<3, T, P> const& up);
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/// Returns the squared length of x.
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///
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@@ -216,7 +216,7 @@ namespace glm
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}
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template<typename T, precision P>
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GLM_FUNC_QUALIFIER tquat<T, P> quatLookAt(tvec3<T, P> const& direction, tvec3<T, P> const& up)
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GLM_FUNC_QUALIFIER tquat<T, P> quatLookAt(vec<3, T, P> const& direction, vec<3, T, P> const& up)
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{
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# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return quatLookAtLH(direction, up);
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@@ -226,7 +226,7 @@ namespace glm
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}
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template<typename T, precision P>
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GLM_FUNC_QUALIFIER tquat<T, P> quatLookAtRH(tvec3<T, P> const& direction, tvec3<T, P> const& up)
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GLM_FUNC_QUALIFIER tquat<T, P> quatLookAtRH(vec<3, T, P> const& direction, vec<3, T, P> const& up)
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{
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tmat3x3<T, P> Result;
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@@ -238,7 +238,7 @@ namespace glm
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}
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template<typename T, precision P>
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GLM_FUNC_QUALIFIER tquat<T, P> quatLookAtLH(tvec3<T, P> const& direction, tvec3<T, P> const& up)
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GLM_FUNC_QUALIFIER tquat<T, P> quatLookAtLH(vec<3, T, P> const& direction, vec<3, T, P> const& up)
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{
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tmat3x3<T, P> Result;
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