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Merge pull request #1012 from bosmacs/master
Fix quaternion orientation in `glm::decompose` #1012
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1cf91a1009
@ -159,9 +159,9 @@ namespace detail
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root = sqrt(trace + static_cast<T>(1.0));
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Orientation.w = static_cast<T>(0.5) * root;
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root = static_cast<T>(0.5) / root;
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Orientation.x = root * (Row[1].z - Row[2].y);
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Orientation.y = root * (Row[2].x - Row[0].z);
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Orientation.z = root * (Row[0].y - Row[1].x);
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Orientation.x = root * (Row[2].y - Row[1].z);
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Orientation.y = root * (Row[0].z - Row[2].x);
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Orientation.z = root * (Row[1].x - Row[0].y);
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} // End if > 0
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else
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{
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