Fix looking at with 180 degree arc

Co-authored-by: Fruitsalad <949631+fruitsalad@users.noreply.github.com>
This commit is contained in:
Silc Lizard (Tokage) Renew
2025-01-01 10:58:25 +09:00
parent 0f95e9f8e6
commit d0c421976c
7 changed files with 55 additions and 11 deletions

View File

@@ -127,7 +127,8 @@
<description>
Rotates the node so that the local forward axis (-Z, [constant Vector3.FORWARD]) points toward the [param target] position.
The local up axis (+Y) points as close to the [param up] vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly.
The [param target] position cannot be the same as the node's position, the [param up] vector cannot be zero, and the direction from the node's position to the [param target] vector cannot be parallel to the [param up] vector.
The [param target] position cannot be the same as the node's position, the [param up] vector cannot be zero.
The [param target] and the [param up] cannot be [constant Vector3.ZERO], and shouldn't be colinear to avoid unintended rotation around local Z axis.
Operations take place in global space, which means that the node must be in the scene tree.
If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the [param target] position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right).
</description>