Merge pull request #50682 from aaronfranke/basis-looking-at
Move code for looking_at to Basis
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commit
16d73fefdb
11 changed files with 52 additions and 55 deletions
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@ -1129,3 +1129,21 @@ void Basis::rotate_sh(real_t *p_values) {
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p_values[7] = -d3;
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p_values[8] = d4 * s_scale_dst4;
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}
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Basis Basis::looking_at(const Vector3 &p_target, const Vector3 &p_up) {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(p_target.is_equal_approx(Vector3()), Basis(), "The target vector can't be zero.");
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ERR_FAIL_COND_V_MSG(p_up.is_equal_approx(Vector3()), Basis(), "The up vector can't be zero.");
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#endif
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Vector3 v_z = -p_target.normalized();
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Vector3 v_x = p_up.cross(v_z);
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(v_x.is_equal_approx(Vector3()), Basis(), "The target vector and up vector can't be parallel to each other.");
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#endif
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v_x.normalize();
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Vector3 v_y = v_z.cross(v_x);
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Basis basis;
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basis.set(v_x, v_y, v_z);
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return basis;
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}
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@ -242,6 +242,8 @@ public:
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operator Quaternion() const { return get_quaternion(); }
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static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); };
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Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }
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@ -71,40 +71,12 @@ void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
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Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
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Transform3D t = *this;
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t.set_look_at(origin, p_target, p_up);
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t.basis = Basis::looking_at(p_target - origin, p_up);
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return t;
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}
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void Transform3D::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(p_eye == p_target);
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ERR_FAIL_COND(p_up.length() == 0);
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#endif
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// Reference: MESA source code
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Vector3 v_x, v_y, v_z;
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/* Make rotation matrix */
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/* Z vector */
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v_z = p_eye - p_target;
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v_z.normalize();
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v_y = p_up;
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v_x = v_y.cross(v_z);
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(v_x.length() == 0);
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#endif
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/* Recompute Y = Z cross X */
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v_y = v_z.cross(v_x);
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v_x.normalize();
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v_y.normalize();
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basis.set(v_x, v_y, v_z);
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basis = Basis::looking_at(p_target - p_eye, p_up);
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origin = p_eye;
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}
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