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Merge pull request #659 from CaptainCarrot/QuatLookAt
Added a quaternion-based "Look At" function #659
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commit
a61483b34a
@ -177,6 +177,34 @@ namespace glm
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vec<3, T, P> const & orig,
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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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///
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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, 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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/// 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 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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/// Build a left-handed look at quaternion.
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///
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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 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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/// Returns the squared length of x.
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///
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/// @see gtx_quaternion
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@ -209,4 +209,38 @@ namespace glm
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rotationAxis.z * invs);
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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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{
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# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return quatLookAtLH(direction, up);
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# else
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return quatLookAtRH(direction, up);
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# endif
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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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{
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tmat3x3<T, P> Result(uninitialize);
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Result[2] = -normalize(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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return quat_cast(Result);
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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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{
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tmat3x3<T, P> Result(uninitialize);
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Result[2] = normalize(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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return quat_cast(Result);
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}
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}//namespace glm
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@ -90,6 +90,23 @@ int test_log()
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return Error;
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}
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int test_quat_lookAt()
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{
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int Error(0);
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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::quat test_quat = glm::quatLookAt(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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Error += static_cast<int>(glm::min(glm::length(test_quat + (-test_mat)), glm::length(test_quat + test_mat)) > glm::epsilon<float>());
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return Error;
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}
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int main()
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{
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int Error = 0;
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@ -98,6 +115,7 @@ int main()
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Error += test_rotation();
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Error += test_quat_fastMix();
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Error += test_quat_shortMix();
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Error += test_quat_lookAt();
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return Error;
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}
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