Commit Graph

10 Commits

Author SHA1 Message Date
951ae7b11d Backported from godot4: 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.

- reduz

5fdc1232ef

Also bound the new Basis helper methods.
2024-09-30 17:04:00 +02:00
6f53257e05 Transform now uses Basis::create_looking_at. 2024-09-30 16:41:05 +02:00
22ec1be9b3 File copyright header updates pt3. 2023-12-17 22:42:34 +01:00
220b2db443 Moved String and related classes under a string folder in core. 2022-08-17 14:19:55 +02:00
d9669b0ed0 Ported form godot4: Reformat structure string operators
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).
-aaronfranke
554c776e08
2022-08-16 22:46:24 +02:00
007f728438 Bound all eligible transform methods. 2022-08-15 09:20:47 +02:00
5cd44e02d0 Backported the improvements to Transform from Godot4. 2022-08-14 20:35:11 +02:00
170a41ca82 Backported improvements to Basis from Godot4. Also bound all eligible methods. 2022-08-14 00:18:21 +02:00
730bce8587 Renamed Quat to Quaternion for consistency with the other engine math classes. 2022-08-13 15:22:33 +02:00
49f8e8c398 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00