Move code for looking_at to Basis
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f06d201bb7
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9f3ae0adcd
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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@ -1728,6 +1728,7 @@ static void _register_variant_builtin_methods() {
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bind_method(Basis, slerp, sarray("to", "weight"), varray());
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bind_method(Basis, is_equal_approx, sarray("b"), varray());
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bind_method(Basis, get_rotation_quaternion, sarray(), varray());
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bind_static_method(Basis, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));
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/* AABB */
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@ -109,6 +109,15 @@
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Returns [code]true[/code] if this basis and [code]b[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
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</description>
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</method>
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<method name="looking_at" qualifiers="static">
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<return type="Basis" />
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<argument index="0" name="target" type="Vector3" />
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<argument index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
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<description>
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Creates a Basis with a rotation such that the forward axis (-Z) points towards the [code]target[/code] position.
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The up axis (+Y) points as close to the [code]up[/code] vector as possible while staying perpendicular to the forward axis. The resulting Basis is orthonormalized. The [code]target[/code] and [code]up[/code] vectors cannot be zero, and cannot be parallel to each other.
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</description>
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</method>
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<method name="operator !=" qualifiers="operator">
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<return type="bool" />
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<argument index="0" name="right" type="Basis" />
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@ -113,8 +113,9 @@
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<argument index="0" name="target" type="Vector3" />
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<argument index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
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<description>
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Rotates itself so that the local -Z axis points towards the [code]target[/code] position.
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The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors.
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Rotates the node so that the local forward axis (-Z) points toward the [code]target[/code] position.
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The local up axis (+Y) points as close to the [code]up[/code] vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly.
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The [code]target[/code] position cannot be the same as the node's position, the [code]up[/code] vector cannot be zero, and the direction from the node's position to the [code]target[/code] vector cannot be parallel to the [code]up[/code] vector.
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Operations take place in global space.
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</description>
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</method>
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@ -124,7 +125,7 @@
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<argument index="1" name="target" type="Vector3" />
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<argument index="2" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
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<description>
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Moves the node to the specified [code]position[/code], and then rotates itself to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space.
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Moves the node to the specified [code]position[/code], and then rotates the node to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space.
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</description>
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</method>
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<method name="orthonormalize">
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@ -79,9 +79,8 @@
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<argument index="0" name="target" type="Vector3" />
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<argument index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
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<description>
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Returns a copy of the transform rotated such that its -Z axis points towards the [code]target[/code] position.
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The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors.
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Operations take place in global space.
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Returns a copy of the transform rotated such that the forward axis (-Z) points towards the [code]target[/code] position.
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The up axis (+Y) points as close to the [code]up[/code] vector as possible while staying perpendicular to the forward axis. The resulting transform is orthonormalized. The existing rotation, scale, and skew information from the original transform is discarded. The [code]target[/code] and [code]up[/code] vectors cannot be zero, cannot be parallel to each other, and are defined in global/parent space.
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</description>
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</method>
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<method name="operator !=" qualifiers="operator">
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@ -397,7 +397,7 @@ 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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Transform3D body_transform;
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body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin);
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body_transform.basis = Basis::looking_at(child_rest.origin);
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body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
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Transform3D joint_transform;
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@ -673,19 +673,17 @@ void Node3D::set_identity() {
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}
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void Node3D::look_at(const Vector3 &p_target, const Vector3 &p_up) {
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Vector3 origin(get_global_transform().origin);
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Vector3 origin = get_global_transform().origin;
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look_at_from_position(origin, p_target, p_up);
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}
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void Node3D::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up) {
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ERR_FAIL_COND_MSG(p_pos == p_target, "Node origin and target are in the same position, look_at() failed.");
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ERR_FAIL_COND_MSG(p_up.cross(p_target - p_pos) == Vector3(), "Up vector and direction between node origin and target are aligned, look_at() failed.");
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ERR_FAIL_COND_MSG(p_pos.is_equal_approx(p_target), "Node origin and target are in the same position, look_at() failed.");
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ERR_FAIL_COND_MSG(p_up.is_equal_approx(Vector3()), "The up vector can't be zero, look_at() failed.");
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ERR_FAIL_COND_MSG(p_up.cross(p_target - p_pos).is_equal_approx(Vector3()), "Up vector and direction between node origin and target are aligned, look_at() failed.");
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Transform3D lookat;
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lookat.origin = p_pos;
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Vector3 original_scale(get_scale());
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lookat = lookat.looking_at(p_target, p_up);
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Transform3D lookat = Transform3D(Basis::looking_at(p_target - p_pos, p_up), p_pos);
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Vector3 original_scale = get_scale();
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set_global_transform(lookat);
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set_scale(original_scale);
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}
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@ -1177,12 +1177,11 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
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RD::DrawListID cubemap_draw_list;
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for (int i = 0; i < 6; i++) {
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Transform3D local_view;
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local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
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Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
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RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
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cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
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_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
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_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
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RD::get_singleton()->draw_list_end();
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}
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}
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@ -1195,12 +1194,11 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
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RD::DrawListID cubemap_draw_list;
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for (int i = 0; i < 6; i++) {
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Transform3D local_view;
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local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
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Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
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RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
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cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
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_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
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_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
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RD::get_singleton()->draw_list_end();
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}
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}
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@ -1209,12 +1207,11 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
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PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
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for (int i = 0; i < 6; i++) {
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Transform3D local_view;
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local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
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Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
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RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
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cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
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_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
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_render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
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RD::get_singleton()->draw_list_end();
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}
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@ -184,7 +184,7 @@ public:
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light = vs->instance_create2(lightaux, scenario);
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Transform3D lla;
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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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lla.basis = Basis::looking_at(Vector3(0.0, -0.836026, -0.548690));
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vs->instance_set_transform(light, lla);
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