Use Vector3.UP as a default value for look_at's up vector
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@ -51,8 +51,8 @@ public:
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void rotate(const Vector3 &p_axis, real_t p_phi);
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void rotate_basis(const Vector3 &p_axis, real_t p_phi);
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void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up);
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Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) 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));
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Transform looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
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void scale(const Vector3 &p_scale);
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Transform scaled(const Vector3 &p_scale) const;
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@ -1257,7 +1257,7 @@ static void _register_variant_builtin_methods() {
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bind_method(Transform, rotated, sarray("axis", "phi"), varray());
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bind_method(Transform, scaled, sarray("scale"), varray());
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bind_method(Transform, translated, sarray("offset"), varray());
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bind_method(Transform, looking_at, sarray("target", "up"), varray());
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bind_method(Transform, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));
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bind_method(Transform, interpolate_with, sarray("xform", "weight"), varray());
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bind_method(Transform, is_equal_approx, sarray("xform"), varray());
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@ -557,7 +557,7 @@ bool EditorNode3DGizmo::intersect_ray(Camera3D *p_camera, const Point2 &p_point,
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Transform t = spatial_node->get_global_transform();
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Vector3 camera_position = p_camera->get_camera_transform().origin;
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if (camera_position.distance_squared_to(t.origin) > 0.01) {
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t.set_look_at(t.origin, camera_position, Vector3(0, 1, 0));
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t.set_look_at(t.origin, camera_position);
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}
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float scale = t.origin.distance_to(p_camera->get_camera_transform().origin);
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@ -574,7 +574,7 @@ bool EditorNode3DGizmo::intersect_ray(Camera3D *p_camera, const Point2 &p_point,
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if (orig_camera_transform.origin.distance_squared_to(t.origin) > 0.01 &&
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ABS(orig_camera_transform.basis.get_axis(Vector3::AXIS_Z).dot(Vector3(0, 1, 0))) < 0.99) {
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p_camera->look_at(t.origin, Vector3(0, 1, 0));
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p_camera->look_at(t.origin);
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}
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Vector3 c0 = t.xform(Vector3(selectable_icon_size, selectable_icon_size, 0) * scale);
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@ -388,7 +388,7 @@ PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_chi
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bone_shape->set_transform(capsule_transform);
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Transform body_transform;
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body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin, Vector3(0, 1, 0));
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body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin);
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body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
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Transform joint_transform;
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@ -747,8 +747,8 @@ void Node3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("orthonormalize"), &Node3D::orthonormalize);
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ClassDB::bind_method(D_METHOD("set_identity"), &Node3D::set_identity);
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ClassDB::bind_method(D_METHOD("look_at", "target", "up"), &Node3D::look_at);
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ClassDB::bind_method(D_METHOD("look_at_from_position", "position", "target", "up"), &Node3D::look_at_from_position);
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ClassDB::bind_method(D_METHOD("look_at", "target", "up"), &Node3D::look_at, DEFVAL(Vector3(0, 1, 0)));
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ClassDB::bind_method(D_METHOD("look_at_from_position", "position", "target", "up"), &Node3D::look_at_from_position, DEFVAL(Vector3(0, 1, 0)));
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ClassDB::bind_method(D_METHOD("to_local", "global_point"), &Node3D::to_local);
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ClassDB::bind_method(D_METHOD("to_global", "local_point"), &Node3D::to_global);
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@ -173,8 +173,8 @@ public:
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void global_scale(const Vector3 &p_scale);
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void global_translate(const Vector3 &p_offset);
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void look_at(const Vector3 &p_target, const Vector3 &p_up);
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void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up);
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void look_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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Vector3 to_local(Vector3 p_global) const;
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Vector3 to_global(Vector3 p_local) const;
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@ -183,8 +183,8 @@ public:
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//vs->light_set_shadow( lightaux, true );
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light = vs->instance_create2(lightaux, scenario);
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Transform lla;
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//lla.set_look_at(Vector3(),Vector3(1,-1,1),Vector3(0,1,0));
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lla.set_look_at(Vector3(), Vector3(-0.000000, -0.836026, -0.548690), Vector3(0, 1, 0));
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//lla.set_look_at(Vector3(),Vector3(1, -1, 1));
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lla.set_look_at(Vector3(), Vector3(0.0, -0.836026, -0.548690));
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vs->instance_set_transform(light, lla);
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