Minor GDScript fix

This commit is contained in:
Chris Bradfield
2018-04-05 22:17:53 -07:00
parent 885e911696
commit 9f4393dc19

View File

@@ -33,17 +33,15 @@ Here is a custom ``look_at()`` function that will work reliably with rigid bodie
extends RigidBody
func look_follow(state, current_transform, target_position):
var up_dir = Vector3(0, 1, 0);
var up_dir = Vector3(0, 1, 0)
var cur_dir = current_transform.basis.xform(Vector3(0, 0, 1))
var target_dir = (target_position - current_transform.origin).normalized()
var rotation_angle = acos(cur_dir.x) - acos(target_dir.x)
state.set_angular_velocity(up_dir * (rotation_angle / state.get_step()))
func _integrate_forces(state):
var target_position = $"my_target_spatial_node".get_global_transform().origin
var target_position = $my_target_spatial_node.get_global_transform().origin
look_follow(state, get_global_transform(), target_position)
.. code-tab:: csharp