Mat H Lookat Function Bug

Ive been staring at this code for way too long and now i need different brains to look at it.
Mat h lookat function bug. The matrix4 orient is the matrix we re modifying and the vec3 target is the position of what we want to look at. I m starting to think that it has something to do with a double cover property of quaternions. For a standsrt lookat the initial dir and up lay on basic axis the fastest is lookat for matrix and convert to quaternion. It create 2 quaternions as you do one for dir and second for up.
If item is a method in a loaded java class then which displays the package class and method name for that method. If item is a matlab function in a matlab code file m mlx or p extension or a saved simulink model slx or mdl extension then which displays the full path for the corresponding file. The axis of rotation is a vector which is mutually perpendicular to both p current and p target which is given by the cross product of these normalised vectors. This convention defines the heading or yaw angle as the first rotation about the z or vertical down axis the attitude or pitch angle as the second rotation about the y or the out the right wing axis and roll as the third rotation about the x or the out the nose axis.
In this short lesson we will study a simple but useful method for moving 3d cameras around. Matrix lookat camera cross product transformation matrix transform camera to world look at gimbal lock. Geometry applymatrix new three matrix4 makerotationfromeuler new three vector3 math pi 2 math pi 0. The vec3 up is our worlds up vector which is normally 0 1 0.
The files will be installed into the given prefix usually usr local by default on linux but your pkg config may not be configured to actually check there. The lookat function prototype is fairly straight forward. Void lookat matrix4 orient const vec3 target const vec3 up. This will also install pkg config files so you can use pkg config cflags cglm and pkg config libs cglm to retrieve compiler and linker flags.
That command modifies geometry in that way that pointy side of the cone now lays along z axis and later it uses mesh lookat somevector to reorient mesh to look at some desired point in space. The angle is given by arccos of the dot product as described here. You won t understand this lesson easily if you are not familiar with the concept of transformation. I have double checked every function that is being used by this function and their function s functions and so on and everything suits formulas from wikipedia and or other functions library for opengl and found nothing alarming.
Are you using the standard aerospace definitions of heading attitude and bank angles. I am now working at adding mouse look features but there seems to be a bug when the camera is at specific angles notable y45 and y270. For a arbitrary oriented i found only previous descreabed function.