Use Basis.look_at for player orientation

This commit is contained in:
A Thousand Ships
2023-09-07 18:33:04 +02:00
parent c20de5f575
commit 2954936286

View File

@@ -139,7 +139,8 @@ call its ``normalized()`` method.
if direction != Vector3.ZERO:
direction = direction.normalized()
$Pivot.look_at(position + direction, Vector3.UP)
# Setting the basis property will affect the rotation of the node.
$Pivot.basis = Basis.looking_at(direction)
.. code-tab:: csharp
@@ -150,26 +151,16 @@ call its ``normalized()`` method.
if (direction != Vector3.Zero)
{
direction = direction.Normalized();
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
// Setting the basis property will affect the rotation of the node.
GetNode<Node3D>("Pivot").Basis = Basis.LookingAt(direction);
}
}
Here, we only normalize the vector if the direction has a length greater than
zero, which means the player is pressing a direction key.
In this case, we also get the ``Pivot`` node and call its ``look_at()`` method.
This method takes a position in space to look at in global coordinates and the
up direction. In this case, we can use the ``Vector3.UP`` constant.
.. note::
A node's local coordinates, like ``position``, are relative to their
parent. Global coordinates, like ``global_position`` are relative to the world's main axes you can see
in the viewport instead.
In 3D, the property that contains a node's position is ``position``. By
adding the ``direction`` to it, we get a position to look at that's one meter
away from the ``Player``.
We compute the direction the ``$Pivot`` is looking by creating a :ref:`Basis <class_Basis>`
that looks in the ``direction`` direction.
Then, we update the velocity. We have to calculate the ground velocity and the
fall speed separately. Be sure to go back one tab so the lines are inside the
@@ -274,7 +265,7 @@ Here is the complete ``Player.gd`` code for reference.
if direction != Vector3.ZERO:
direction = direction.normalized()
$Pivot.look_at(position + direction, Vector3.UP)
$Pivot.basis = Basis.looking_at(direction)
# Ground Velocity
target_velocity.x = direction.x * speed
@@ -327,7 +318,7 @@ Here is the complete ``Player.gd`` code for reference.
if (direction != Vector3.Zero)
{
direction = direction.Normalized();
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
GetNode<Node3D>("Pivot").Basis = Basis.LookingAt(direction);
}
// Ground velocity