diff options
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/skeleton.cpp | 2 | ||||
-rw-r--r-- | scene/3d/spatial.cpp | 23 |
2 files changed, 13 insertions, 12 deletions
diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp index 15c089ec10..e192e040f2 100644 --- a/scene/3d/skeleton.cpp +++ b/scene/3d/skeleton.cpp @@ -162,7 +162,7 @@ void Skeleton::_update_process_order() { //now check process order int pass_count = 0; while (pass_count < len * len) { - //using bubblesort because of simplicity, it wont run every frame though. + //using bubblesort because of simplicity, it won't run every frame though. //bublesort worst case is O(n^2), and this may be an infinite loop if cyclic bool swapped = false; for (int i = 0; i < len; i++) { diff --git a/scene/3d/spatial.cpp b/scene/3d/spatial.cpp index 05fd984f93..efd418e3c7 100644 --- a/scene/3d/spatial.cpp +++ b/scene/3d/spatial.cpp @@ -676,28 +676,29 @@ void Spatial::set_identity() { void Spatial::look_at(const Vector3 &p_target, const Vector3 &p_up) { - Transform lookat(get_global_transform()); - if (lookat.origin == p_target) { + Vector3 origin(get_global_transform().origin); + look_at_from_position(origin, p_target, p_up); +} + +void Spatial::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up) { + + if (p_pos == p_target) { ERR_EXPLAIN("Node origin and target are in the same position, look_at() failed"); ERR_FAIL(); } - if (p_up.cross(p_target - lookat.origin) == Vector3()) { + if (p_up.cross(p_target - p_pos) == Vector3()) { ERR_EXPLAIN("Up vector and direction between node origin and target are aligned, look_at() failed"); ERR_FAIL(); } - Vector3 original_scale(lookat.basis.get_scale()); - lookat = lookat.looking_at(p_target, p_up); - // as basis was normalized, we just need to apply original scale back - lookat.basis.scale(original_scale); - set_global_transform(lookat); -} - -void Spatial::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up) { Transform lookat; lookat.origin = p_pos; + + Vector3 original_scale(get_global_transform().basis.get_scale()); lookat = lookat.looking_at(p_target, p_up); + // as basis was normalized, we just need to apply original scale back + lookat.basis.scale(original_scale); set_global_transform(lookat); } |