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Merge pull request #682 from CaptainCarrot/Quaternion-Look-At
quatLookAt: removed internal normalization of input direction #682
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5606dd1aac
@ -185,7 +185,7 @@ namespace glm
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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 direction of the camera.
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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 tquat<T, Q> quatLookAt(
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@ -194,7 +194,7 @@ namespace glm
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/// Build a right-handed look at quaternion.
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///
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/// @param direction Desired direction of the camera.
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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 tquat<T, Q> quatLookAtRH(
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@ -203,7 +203,7 @@ namespace glm
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/// Build a left-handed look at quaternion.
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///
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/// @param direction Desired direction onto which the +z-axis gets mapped
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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 tquat<T, Q> quatLookAtLH(
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@ -230,7 +230,7 @@ namespace glm
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{
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mat<3, 3, T, Q> Result;
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Result[2] = -normalize(direction);
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Result[2] = -direction;
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Result[0] = normalize(cross(up, Result[2]));
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Result[1] = cross(Result[2], Result[0]);
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@ -242,7 +242,7 @@ namespace glm
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{
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mat<3, 3, T, Q> Result;
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Result[2] = normalize(direction);
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Result[2] = direction;
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Result[0] = normalize(cross(up, Result[2]));
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Result[1] = cross(Result[2], Result[0]);
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@ -99,9 +99,9 @@ int test_quat_lookAt()
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glm::vec3 eye(0.0f);
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glm::vec3 center(1.1f, -2.0f, 3.1416f);
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glm::vec3 up = glm::vec3(-0.17f, 7.23f, -1.744f);
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glm::vec3 up(-0.17f, 7.23f, -1.744f);
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glm::quat test_quat = glm::quatLookAt(center - eye, up);
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glm::quat test_quat = glm::quatLookAt(glm::normalize(center - eye), up);
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glm::quat test_mat = glm::conjugate(glm::quat_cast(glm::lookAt(eye, center, up)));
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Error += static_cast<int>(glm::abs(glm::length(test_quat) - 1.0f) > glm::epsilon<float>());
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