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Fix looking at with 180 degree arc
Co-authored-by: Fruitsalad <949631+fruitsalad@users.noreply.github.com>
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@@ -127,7 +127,8 @@
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<description>
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Rotates the node so that the local forward axis (-Z, [constant Vector3.FORWARD]) points toward the [param target] position.
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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.
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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.
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The [param target] position cannot be the same as the node's position, the [param up] vector cannot be zero.
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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.
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Operations take place in global space, which means that the node must be in the scene tree.
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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).
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</description>
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