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update docs
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@@ -226,8 +226,8 @@ glm_quat_normalize(versor q) {
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/*!
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* @brief dot product of two quaternion
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*
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* @param[in] q1 quaternion 1
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* @param[in] q2 quaternion 2
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* @param[in] p quaternion 1
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* @param[in] q quaternion 2
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*/
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CGLM_INLINE
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float
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@@ -303,6 +303,7 @@ glm_quat_real(versor q) {
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* @brief returns imaginary part of quaternion
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*
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* @param[in] q quaternion
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* @param[out] dest imag
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*/
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CGLM_INLINE
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void
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@@ -649,6 +650,7 @@ glm_quat_look(vec3 eye, versor ori, mat4 dest) {
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/*!
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* @brief creates look rotation quaternion
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*
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* @param[in] dir direction to look
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* @param[in] fwd forward vector
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* @param[in] up up vector
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* @param[out] dest destination quaternion
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@@ -683,6 +685,7 @@ glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
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*
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* @param[in] from source point
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* @param[in] to destination point
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* @param[in] fwd forward vector
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* @param[in] up up vector
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* @param[out] dest destination quaternion
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*/
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@@ -699,7 +702,7 @@ glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
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*
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* @param[in] q quaternion
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* @param[in] v vector to rotate
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* @param[out] dest destination vector
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* @param[out] dest rotated vector
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*/
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CGLM_INLINE
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void
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@@ -727,7 +730,7 @@ glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
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*
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* @param[in] m existing transform matrix
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* @param[in] q quaternion
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* @param[out] dest destination matrix
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* @param[out] dest rotated matrix/transform
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*/
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CGLM_INLINE
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void
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