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authorJuan Linietsky <reduzio@gmail.com>2023-04-15 10:01:43 +0200
committerSilc Lizard (Tokage) Renew <61938263+TokageItLab@users.noreply.github.com>2023-05-24 10:10:24 +0900
commit5fdc1232eff45e31ee53f58e618de6c58d3f7203 (patch)
treeff8e6d4a7a3557d4d42c78294425c2604d35fd17 /core/math/basis.h
parentd5c1b9f883adbb54900c145eafcaa789d0fd563c (diff)
downloadredot-engine-5fdc1232eff45e31ee53f58e618de6c58d3f7203.tar.gz
Add the ability to look-at in model-space.
This is a much simpler attempt to solve the same problem as #76060, but without breaking any compatibility. * Adds a description of what model space is in the Vector3 enums (MODEL_* constants). This has the proper axes laid out for imported 3D assets. * Adds the option to `look_at` using model_space, which uses Vector3.MODEL_FRONT as forward vector. The attempt of this PR is to still break the assumption that there is a single direction of forward (which is not the case in Godot) and make it easier to understand where 3D models are facing, as well as orienting them via look_at.
Diffstat (limited to 'core/math/basis.h')
-rw-r--r--core/math/basis.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/core/math/basis.h b/core/math/basis.h
index bbc1d40469..1a68bee686 100644
--- a/core/math/basis.h
+++ b/core/math/basis.h
@@ -217,7 +217,7 @@ struct _NO_DISCARD_ Basis {
operator Quaternion() const { return get_quaternion(); }
- static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
+ static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); };
Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }