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Add the ability to look-at in model-space.
This is a much simpler attempt to solve the same problem as #76060, but without breaking any compatibility. * Adds a description of what model space is in the Vector3 enums (MODEL_* constants). This has the proper axes laid out for imported 3D assets. * Adds the option to `look_at` using model_space, which uses Vector3.MODEL_FRONT as forward vector. The attempt of this PR is to still break the assumption that there is a single direction of forward (which is not the case in Godot) and make it easier to understand where 3D models are facing, as well as orienting them via look_at.
This commit is contained in:
committed by
Silc Lizard (Tokage) Renew
parent
d5c1b9f883
commit
5fdc1232ef
@@ -1016,12 +1016,15 @@ void Basis::rotate_sh(real_t *p_values) {
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p_values[8] = d4 * s_scale_dst4;
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}
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Basis Basis::looking_at(const Vector3 &p_target, const Vector3 &p_up) {
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Basis Basis::looking_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(p_target.is_zero_approx(), Basis(), "The target vector can't be zero.");
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ERR_FAIL_COND_V_MSG(p_up.is_zero_approx(), Basis(), "The up vector can't be zero.");
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#endif
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Vector3 v_z = -p_target.normalized();
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Vector3 v_z = p_target.normalized();
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if (!p_use_model_front) {
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v_z = -v_z;
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}
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Vector3 v_x = p_up.cross(v_z);
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(v_x.is_zero_approx(), Basis(), "The target vector and up vector can't be parallel to each other.");
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@@ -217,7 +217,7 @@ struct _NO_DISCARD_ Basis {
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operator Quaternion() const { return get_quaternion(); }
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static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
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Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); };
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Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }
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@@ -77,20 +77,20 @@ void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_angle) {
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basis.rotate(p_axis, p_angle);
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}
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Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
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Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(origin.is_equal_approx(p_target), Transform3D(), "The transform's origin and target can't be equal.");
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#endif
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Transform3D t = *this;
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t.basis = Basis::looking_at(p_target - origin, p_up);
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t.basis = Basis::looking_at(p_target - origin, p_up, p_use_model_front);
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return t;
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}
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void Transform3D::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
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void Transform3D::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_MSG(p_eye.is_equal_approx(p_target), "The eye and target vectors can't be equal.");
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#endif
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basis = Basis::looking_at(p_target - p_eye, p_up);
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basis = Basis::looking_at(p_target - p_eye, p_up, p_use_model_front);
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origin = p_eye;
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}
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@@ -52,8 +52,8 @@ struct _NO_DISCARD_ Transform3D {
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void rotate(const Vector3 &p_axis, real_t p_angle);
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void rotate_basis(const Vector3 &p_axis, real_t p_angle);
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void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
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void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
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Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false) const;
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void scale(const Vector3 &p_scale);
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Transform3D scaled(const Vector3 &p_scale) const;
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