Add missing useModelFront parameter to GodotSharp Basis and Transform
To LookAt methods. Also adds Vector3 Model constants. These were not added after #76082 was merged.
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@ -1,5 +1,6 @@
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using System;
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using System.Runtime.InteropServices;
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using System.ComponentModel;
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namespace Godot
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{
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@ -623,21 +624,31 @@ namespace Godot
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/// </summary>
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/// <param name="target">The position to look at.</param>
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/// <param name="up">The relative up direction.</param>
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/// <param name="useModelFront">
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/// If true, then the model is oriented in reverse,
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/// towards the model front axis (+Z, Vector3.ModelFront),
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/// which is more useful for orienting 3D models.
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/// </param>
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/// <returns>The resulting basis matrix.</returns>
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public static Basis LookingAt(Vector3 target, Vector3 up)
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public static Basis LookingAt(Vector3 target, Vector3? up = null, bool useModelFront = false)
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{
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up ??= Vector3.Up;
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#if DEBUG
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if (target.IsZeroApprox())
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{
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throw new ArgumentException("The vector can't be zero.", nameof(target));
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}
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if (up.IsZeroApprox())
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if (up.Value.IsZeroApprox())
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{
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throw new ArgumentException("The vector can't be zero.", nameof(up));
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}
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#endif
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Vector3 column2 = -target.Normalized();
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Vector3 column0 = up.Cross(column2);
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Vector3 column2 = target.Normalized();
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if (!useModelFront)
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{
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column2 = -column2;
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}
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Vector3 column0 = up.Value.Cross(column2);
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#if DEBUG
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if (column0.IsZeroApprox())
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{
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@ -649,6 +660,13 @@ namespace Godot
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return new Basis(column0, column1, column2);
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}
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/// <inheritdoc cref="LookingAt(Vector3, Nullable{Vector3}, bool)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public static Basis LookingAt(Vector3 target, Vector3 up)
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{
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return LookingAt(target, up, false);
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}
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/// <summary>
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/// Returns the orthonormalized version of the basis matrix (useful to
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/// call occasionally to avoid rounding errors for orthogonal matrices).
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@ -1,5 +1,6 @@
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using System;
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using System.Runtime.InteropServices;
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using System.ComponentModel;
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namespace Godot
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{
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@ -175,14 +176,26 @@ namespace Godot
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/// </summary>
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/// <param name="target">The object to look at.</param>
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/// <param name="up">The relative up direction.</param>
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/// <param name="useModelFront">
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/// If true, then the model is oriented in reverse,
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/// towards the model front axis (+Z, Vector3.ModelFront),
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/// which is more useful for orienting 3D models.
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/// </param>
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/// <returns>The resulting transform.</returns>
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public readonly Transform3D LookingAt(Vector3 target, Vector3 up)
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public readonly Transform3D LookingAt(Vector3 target, Vector3? up = null, bool useModelFront = false)
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{
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Transform3D t = this;
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t.SetLookAt(Origin, target, up);
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t.SetLookAt(Origin, target, up ?? Vector3.Up, useModelFront);
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return t;
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}
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/// <inheritdoc cref="LookingAt(Vector3, Nullable{Vector3}, bool)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public readonly Transform3D LookingAt(Vector3 target, Vector3 up)
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{
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return LookingAt(target, up, false);
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}
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/// <summary>
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/// Returns the transform with the basis orthogonal (90 degrees),
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/// and normalized axis vectors (scale of 1 or -1).
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@ -247,9 +260,9 @@ namespace Godot
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return new Transform3D(Basis * tmpBasis, Origin);
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}
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private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
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private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up, bool useModelFront = false)
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{
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Basis = Basis.LookingAt(target - eye, up);
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Basis = Basis.LookingAt(target - eye, up, useModelFront);
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Origin = eye;
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}
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@ -660,6 +660,13 @@ namespace Godot
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private static readonly Vector3 _forward = new Vector3(0, 0, -1);
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private static readonly Vector3 _back = new Vector3(0, 0, 1);
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private static readonly Vector3 _modelLeft = new Vector3(1, 0, 0);
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private static readonly Vector3 _modelRight = new Vector3(-1, 0, 0);
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private static readonly Vector3 _modelTop = new Vector3(0, 1, 0);
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private static readonly Vector3 _modelBottom = new Vector3(0, -1, 0);
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private static readonly Vector3 _modelFront = new Vector3(0, 0, 1);
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private static readonly Vector3 _modelRear = new Vector3(0, 0, -1);
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/// <summary>
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/// Zero vector, a vector with all components set to <c>0</c>.
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/// </summary>
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@ -711,6 +718,31 @@ namespace Godot
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/// <value>Equivalent to <c>new Vector3(0, 0, 1)</c>.</value>
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public static Vector3 Back { get { return _back; } }
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/// <summary>
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/// Unit vector pointing towards the left side of imported 3D assets.
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/// </summary>
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public static Vector3 ModelLeft { get { return _modelLeft; } }
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/// <summary>
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/// Unit vector pointing towards the right side of imported 3D assets.
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/// </summary>
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public static Vector3 ModelRight { get { return _modelRight; } }
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/// <summary>
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/// Unit vector pointing towards the top side (up) of imported 3D assets.
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/// </summary>
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public static Vector3 ModelTop { get { return _modelTop; } }
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/// <summary>
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/// Unit vector pointing towards the bottom side (down) of imported 3D assets.
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/// </summary>
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public static Vector3 ModelBottom { get { return _modelBottom; } }
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/// <summary>
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/// Unit vector pointing towards the front side (facing forward) of imported 3D assets.
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/// </summary>
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public static Vector3 ModelFront { get { return _modelFront; } }
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/// <summary>
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/// Unit vector pointing towards the rear side (back) of imported 3D assets.
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/// </summary>
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public static Vector3 ModelRear { get { return _modelRear; } }
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/// <summary>
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/// Constructs a new <see cref="Vector3"/> with the given components.
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/// </summary>
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