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.
This commit is contained in:
Geoffroy Warin 2023-07-06 00:24:03 +02:00
parent b7c2fd2e9a
commit 6c6e5c482c
3 changed files with 71 additions and 8 deletions

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@ -1,5 +1,6 @@
using System; using System;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using System.ComponentModel;
namespace Godot namespace Godot
{ {
@ -623,21 +624,31 @@ namespace Godot
/// </summary> /// </summary>
/// <param name="target">The position to look at.</param> /// <param name="target">The position to look at.</param>
/// <param name="up">The relative up direction.</param> /// <param name="up">The relative up direction.</param>
/// <param name="useModelFront">
/// If true, then the model is oriented in reverse,
/// towards the model front axis (+Z, Vector3.ModelFront),
/// which is more useful for orienting 3D models.
/// </param>
/// <returns>The resulting basis matrix.</returns> /// <returns>The resulting basis matrix.</returns>
public static Basis LookingAt(Vector3 target, Vector3 up) public static Basis LookingAt(Vector3 target, Vector3? up = null, bool useModelFront = false)
{ {
up ??= Vector3.Up;
#if DEBUG #if DEBUG
if (target.IsZeroApprox()) if (target.IsZeroApprox())
{ {
throw new ArgumentException("The vector can't be zero.", nameof(target)); throw new ArgumentException("The vector can't be zero.", nameof(target));
} }
if (up.IsZeroApprox()) if (up.Value.IsZeroApprox())
{ {
throw new ArgumentException("The vector can't be zero.", nameof(up)); throw new ArgumentException("The vector can't be zero.", nameof(up));
} }
#endif #endif
Vector3 column2 = -target.Normalized(); Vector3 column2 = target.Normalized();
Vector3 column0 = up.Cross(column2); if (!useModelFront)
{
column2 = -column2;
}
Vector3 column0 = up.Value.Cross(column2);
#if DEBUG #if DEBUG
if (column0.IsZeroApprox()) if (column0.IsZeroApprox())
{ {
@ -649,6 +660,13 @@ namespace Godot
return new Basis(column0, column1, column2); return new Basis(column0, column1, column2);
} }
/// <inheritdoc cref="LookingAt(Vector3, Nullable{Vector3}, bool)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public static Basis LookingAt(Vector3 target, Vector3 up)
{
return LookingAt(target, up, false);
}
/// <summary> /// <summary>
/// Returns the orthonormalized version of the basis matrix (useful to /// Returns the orthonormalized version of the basis matrix (useful to
/// call occasionally to avoid rounding errors for orthogonal matrices). /// call occasionally to avoid rounding errors for orthogonal matrices).

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@ -1,5 +1,6 @@
using System; using System;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using System.ComponentModel;
namespace Godot namespace Godot
{ {
@ -175,14 +176,26 @@ namespace Godot
/// </summary> /// </summary>
/// <param name="target">The object to look at.</param> /// <param name="target">The object to look at.</param>
/// <param name="up">The relative up direction.</param> /// <param name="up">The relative up direction.</param>
/// <param name="useModelFront">
/// If true, then the model is oriented in reverse,
/// towards the model front axis (+Z, Vector3.ModelFront),
/// which is more useful for orienting 3D models.
/// </param>
/// <returns>The resulting transform.</returns> /// <returns>The resulting transform.</returns>
public readonly Transform3D LookingAt(Vector3 target, Vector3 up) public readonly Transform3D LookingAt(Vector3 target, Vector3? up = null, bool useModelFront = false)
{ {
Transform3D t = this; Transform3D t = this;
t.SetLookAt(Origin, target, up); t.SetLookAt(Origin, target, up ?? Vector3.Up, useModelFront);
return t; return t;
} }
/// <inheritdoc cref="LookingAt(Vector3, Nullable{Vector3}, bool)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public readonly Transform3D LookingAt(Vector3 target, Vector3 up)
{
return LookingAt(target, up, false);
}
/// <summary> /// <summary>
/// Returns the transform with the basis orthogonal (90 degrees), /// Returns the transform with the basis orthogonal (90 degrees),
/// and normalized axis vectors (scale of 1 or -1). /// and normalized axis vectors (scale of 1 or -1).
@ -247,9 +260,9 @@ namespace Godot
return new Transform3D(Basis * tmpBasis, Origin); return new Transform3D(Basis * tmpBasis, Origin);
} }
private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up) private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up, bool useModelFront = false)
{ {
Basis = Basis.LookingAt(target - eye, up); Basis = Basis.LookingAt(target - eye, up, useModelFront);
Origin = eye; Origin = eye;
} }

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@ -660,6 +660,13 @@ namespace Godot
private static readonly Vector3 _forward = new Vector3(0, 0, -1); private static readonly Vector3 _forward = new Vector3(0, 0, -1);
private static readonly Vector3 _back = new Vector3(0, 0, 1); private static readonly Vector3 _back = new Vector3(0, 0, 1);
private static readonly Vector3 _modelLeft = new Vector3(1, 0, 0);
private static readonly Vector3 _modelRight = new Vector3(-1, 0, 0);
private static readonly Vector3 _modelTop = new Vector3(0, 1, 0);
private static readonly Vector3 _modelBottom = new Vector3(0, -1, 0);
private static readonly Vector3 _modelFront = new Vector3(0, 0, 1);
private static readonly Vector3 _modelRear = new Vector3(0, 0, -1);
/// <summary> /// <summary>
/// Zero vector, a vector with all components set to <c>0</c>. /// Zero vector, a vector with all components set to <c>0</c>.
/// </summary> /// </summary>
@ -711,6 +718,31 @@ namespace Godot
/// <value>Equivalent to <c>new Vector3(0, 0, 1)</c>.</value> /// <value>Equivalent to <c>new Vector3(0, 0, 1)</c>.</value>
public static Vector3 Back { get { return _back; } } public static Vector3 Back { get { return _back; } }
/// <summary>
/// Unit vector pointing towards the left side of imported 3D assets.
/// </summary>
public static Vector3 ModelLeft { get { return _modelLeft; } }
/// <summary>
/// Unit vector pointing towards the right side of imported 3D assets.
/// </summary>
public static Vector3 ModelRight { get { return _modelRight; } }
/// <summary>
/// Unit vector pointing towards the top side (up) of imported 3D assets.
/// </summary>
public static Vector3 ModelTop { get { return _modelTop; } }
/// <summary>
/// Unit vector pointing towards the bottom side (down) of imported 3D assets.
/// </summary>
public static Vector3 ModelBottom { get { return _modelBottom; } }
/// <summary>
/// Unit vector pointing towards the front side (facing forward) of imported 3D assets.
/// </summary>
public static Vector3 ModelFront { get { return _modelFront; } }
/// <summary>
/// Unit vector pointing towards the rear side (back) of imported 3D assets.
/// </summary>
public static Vector3 ModelRear { get { return _modelRear; } }
/// <summary> /// <summary>
/// Constructs a new <see cref="Vector3"/> with the given components. /// Constructs a new <see cref="Vector3"/> with the given components.
/// </summary> /// </summary>