Add some defaults to Quaternion helpers
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@@ -975,7 +975,7 @@ namespace FlaxEngine
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/// <param name="target">The camera look-at target.</param>
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/// <param name="up">The camera's up vector.</param>
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/// <returns>The created look-at quaternion.</returns>
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public static Quaternion LookAt(Vector3 eye, Vector3 target, Vector3 up)
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public static Quaternion LookAt(Vector3 eye, Vector3 target, Vector3 up = Vector3.Up)
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{
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LookAt(ref eye, ref target, ref up, out var result);
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return result;
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@@ -999,7 +999,7 @@ namespace FlaxEngine
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/// <param name="forward">The camera's forward direction.</param>
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/// <param name="up">The camera's up vector.</param>
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/// <returns>The created look-at quaternion.</returns>
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public static Quaternion RotationLookAt(Vector3 forward, Vector3 up)
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public static Quaternion RotationLookAt(Vector3 forward, Vector3 up = Vector3.Up)
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{
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RotationLookAt(ref forward, ref up, out var result);
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return result;
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@@ -1011,7 +1011,7 @@ namespace FlaxEngine
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/// <param name="forward">The forward direction. Direction to orient towards.</param>
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/// <param name="up">Up direction. Constrains y axis orientation to a plane this vector lies on. This rule might be broken if forward and up direction are nearly parallel.</param>
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/// <returns>The calculated quaternion.</returns>
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public static Quaternion LookRotation(Vector3 forward, Vector3 up)
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public static Quaternion LookRotation(Vector3 forward, Vector3 up = Vector3.Up)
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{
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LookRotation(ref forward, ref up, out var result);
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return result;
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