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Add the ability to look-at in model-space. #76082
Add the ability to look-at in model-space. #76082
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If it is an alternative to #76060, then it need to add an option to |
Looks like a more reasonable PR. Introducing breaking changes at that level would not only break projects, but addons too. We could maybe introduce too |
@reduz Why not |
@adamscott The rationale for the model constants is that this is what you see in the 3D application (both Godot and any other). In other words, for a 3D model, forward is not a convention but artists just do it this way because its more practical due to how modelling apps work. What is a convention is that this is the front view of the model, hence the constant names. |
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This is a much simpler attempt to solve the same problem as godotengine#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.
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Thanks! |
To LookAt methods. Also adds Vector3 Model constants. These were not added after godotengine#76082 was merged.
To LookAt methods. Also adds Vector3 Model constants. These were not added after godotengine#76082 was merged.
To LookAt methods. Also adds Vector3 Model constants. These were not added after godotengine#76082 was merged.
To LookAt methods. Also adds Vector3 Model constants. These were not added after godotengine#76082 was merged. (cherry picked from commit 6c6e5c4)
This is a much simpler attempt to solve the same problem as #76060, but without breaking any compatibility, based on the feedback gathered yesterday.
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.