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.
This commit is contained in:
Juan Linietsky 2023-04-15 10:01:43 +02:00 committed by Silc Lizard (Tokage) Renew
parent d5c1b9f883
commit 5fdc1232ef
11 changed files with 55 additions and 22 deletions

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@ -1016,12 +1016,15 @@ void Basis::rotate_sh(real_t *p_values) {
p_values[8] = d4 * s_scale_dst4;
}
Basis Basis::looking_at(const Vector3 &p_target, const Vector3 &p_up) {
Basis Basis::looking_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(p_target.is_zero_approx(), Basis(), "The target vector can't be zero.");
ERR_FAIL_COND_V_MSG(p_up.is_zero_approx(), Basis(), "The up vector can't be zero.");
#endif
Vector3 v_z = -p_target.normalized();
Vector3 v_z = p_target.normalized();
if (!p_use_model_front) {
v_z = -v_z;
}
Vector3 v_x = p_up.cross(v_z);
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(v_x.is_zero_approx(), Basis(), "The target vector and up vector can't be parallel to each other.");

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@ -217,7 +217,7 @@ struct _NO_DISCARD_ Basis {
operator Quaternion() const { return get_quaternion(); }
static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); };
Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }

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@ -77,20 +77,20 @@ void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_angle) {
basis.rotate(p_axis, p_angle);
}
Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(origin.is_equal_approx(p_target), Transform3D(), "The transform's origin and target can't be equal.");
#endif
Transform3D t = *this;
t.basis = Basis::looking_at(p_target - origin, p_up);
t.basis = Basis::looking_at(p_target - origin, p_up, p_use_model_front);
return t;
}
void Transform3D::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
void Transform3D::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
#ifdef MATH_CHECKS
ERR_FAIL_COND_MSG(p_eye.is_equal_approx(p_target), "The eye and target vectors can't be equal.");
#endif
basis = Basis::looking_at(p_target - p_eye, p_up);
basis = Basis::looking_at(p_target - p_eye, p_up, p_use_model_front);
origin = p_eye;
}

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@ -52,8 +52,8 @@ struct _NO_DISCARD_ Transform3D {
void rotate(const Vector3 &p_axis, real_t p_angle);
void rotate_basis(const Vector3 &p_axis, real_t p_angle);
void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false) const;
void scale(const Vector3 &p_scale);
Transform3D scaled(const Vector3 &p_scale) const;

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@ -2101,7 +2101,7 @@ static void _register_variant_builtin_methods() {
bind_method(Basis, is_equal_approx, sarray("b"), varray());
bind_method(Basis, is_finite, sarray(), varray());
bind_method(Basis, get_rotation_quaternion, sarray(), varray());
bind_static_method(Basis, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));
bind_static_method(Basis, looking_at, sarray("target", "up", "use_model_front"), varray(Vector3(0, 1, 0), false));
bind_static_method(Basis, from_scale, sarray("scale"), varray());
bind_static_method(Basis, from_euler, sarray("euler", "order"), varray((int64_t)EulerOrder::YXZ));
@ -2144,7 +2144,7 @@ static void _register_variant_builtin_methods() {
bind_method(Transform3D, scaled_local, sarray("scale"), varray());
bind_method(Transform3D, translated, sarray("offset"), varray());
bind_method(Transform3D, translated_local, sarray("offset"), varray());
bind_method(Transform3D, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));
bind_method(Transform3D, looking_at, sarray("target", "up", "use_model_front"), varray(Vector3(0, 1, 0), false));
bind_method(Transform3D, interpolate_with, sarray("xform", "weight"), varray());
bind_method(Transform3D, is_equal_approx, sarray("xform"), varray());
bind_method(Transform3D, is_finite, sarray(), varray());
@ -2532,6 +2532,13 @@ static void _register_variant_builtin_methods() {
_VariantCall::add_variant_constant(Variant::VECTOR3, "FORWARD", Vector3(0, 0, -1));
_VariantCall::add_variant_constant(Variant::VECTOR3, "BACK", Vector3(0, 0, 1));
_VariantCall::add_variant_constant(Variant::VECTOR3, "MODEL_LEFT", Vector3(1, 0, 0));
_VariantCall::add_variant_constant(Variant::VECTOR3, "MODEL_RIGHT", Vector3(-1, 0, 0));
_VariantCall::add_variant_constant(Variant::VECTOR3, "MODEL_TOP", Vector3(0, 1, 0));
_VariantCall::add_variant_constant(Variant::VECTOR3, "MODEL_BOTTOM", Vector3(0, -1, 0));
_VariantCall::add_variant_constant(Variant::VECTOR3, "MODEL_FRONT", Vector3(0, 0, 1));
_VariantCall::add_variant_constant(Variant::VECTOR3, "MODEL_REAR", Vector3(0, 0, -1));
_VariantCall::add_constant(Variant::VECTOR4, "AXIS_X", Vector4::AXIS_X);
_VariantCall::add_constant(Variant::VECTOR4, "AXIS_Y", Vector4::AXIS_Y);
_VariantCall::add_constant(Variant::VECTOR4, "AXIS_Z", Vector4::AXIS_Z);

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@ -123,6 +123,7 @@
<return type="Basis" />
<param index="0" name="target" type="Vector3" />
<param index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<param index="2" name="use_model_front" type="bool" default="false" />
<description>
Creates a Basis with a rotation such that the forward axis (-Z) points towards the [param target] position.
The up axis (+Y) points as close to the [param up] vector as possible while staying perpendicular to the forward axis. The resulting Basis is orthonormalized. The [param target] and [param up] vectors cannot be zero, and cannot be parallel to each other.

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@ -113,8 +113,9 @@
<return type="void" />
<param index="0" name="target" type="Vector3" />
<param index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<param index="2" name="use_model_front" type="bool" default="false" />
<description>
Rotates the node so that the local forward axis (-Z) points toward the [param target] position.
Rotates the node so that the local forward axis (-Z, [constant Vector3.FORWARD]) points toward the [param target] position. If the [param use_model_front] options is specified, then the model is oriented in reverse, towards the model front axis (+Z, [constant Vector3.MODEL_FRONT]), which is more useful for orienting 3D models.
The local up axis (+Y) points as close to the [param up] 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.
The [param target] position cannot be the same as the node's position, the [param up] vector cannot be zero, and the direction from the node's position to the [param target] vector cannot be parallel to the [param up] vector.
Operations take place in global space, which means that the node must be in the scene tree.
@ -125,6 +126,7 @@
<param index="0" name="position" type="Vector3" />
<param index="1" name="target" type="Vector3" />
<param index="2" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<param index="3" name="use_model_front" type="bool" default="false" />
<description>
Moves the node to the specified [param position], and then rotates the node to point toward the [param target] as per [method look_at]. Operations take place in global space.
</description>

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@ -93,6 +93,7 @@
<return type="Transform3D" />
<param index="0" name="target" type="Vector3" />
<param index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<param index="2" name="use_model_front" type="bool" default="false" />
<description>
Returns a copy of the transform rotated such that the forward axis (-Z) points towards the [param target] position.
The up axis (+Y) points as close to the [param up] 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 [param target] and [param up] vectors cannot be zero, cannot be parallel to each other, and are defined in global/parent space.

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@ -404,11 +404,29 @@
Down unit vector.
</constant>
<constant name="FORWARD" value="Vector3(0, 0, -1)">
Forward unit vector. Represents the local direction of forward, and the global direction of north.
Forward unit vector. Represents the local direction of forward, and the global direction of north. Keep in mind that the forward direction for lights, cameras, etc is different from 3D assets like characters, which face towards the camera by convention. Use [constant Vector3.MODEL_FRONT] and similar constants when working in 3D asset space.
</constant>
<constant name="BACK" value="Vector3(0, 0, 1)">
Back unit vector. Represents the local direction of back, and the global direction of south.
</constant>
<constant name="MODEL_LEFT" value="Vector3(1, 0, 0)">
Unit vector pointing towards the left side of imported 3D assets.
</constant>
<constant name="MODEL_RIGHT" value="Vector3(-1, 0, 0)">
Unit vector pointing towards the right side of imported 3D assets.
</constant>
<constant name="MODEL_TOP" value="Vector3(0, 1, 0)">
Unit vector pointing towards the top side (up) of imported 3D assets.
</constant>
<constant name="MODEL_BOTTOM" value="Vector3(0, -1, 0)">
Unit vector pointing towards the bottom side (down) of imported 3D assets.
</constant>
<constant name="MODEL_FRONT" value="Vector3(0, 0, 1)">
Unit vector pointing towards the front side (facing forward) of imported 3D assets.
</constant>
<constant name="MODEL_REAR" value="Vector3(0, 0, -1)">
Unit vector pointing towards the rear side (back) of imported 3D assets.
</constant>
</constants>
<operators>
<operator name="operator !=">

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@ -908,22 +908,23 @@ void Node3D::set_identity() {
set_transform(Transform3D());
}
void Node3D::look_at(const Vector3 &p_target, const Vector3 &p_up) {
void Node3D::look_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
ERR_THREAD_GUARD;
ERR_FAIL_COND_MSG(!is_inside_tree(), "Node not inside tree. Use look_at_from_position() instead.");
Vector3 origin = get_global_transform().origin;
look_at_from_position(origin, p_target, p_up);
look_at_from_position(origin, p_target, p_up, p_use_model_front);
}
void Node3D::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up) {
void Node3D::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
ERR_THREAD_GUARD;
ERR_FAIL_COND_MSG(p_pos.is_equal_approx(p_target), "Node origin and target are in the same position, look_at() failed.");
ERR_FAIL_COND_MSG(p_up.is_zero_approx(), "The up vector can't be zero, look_at() failed.");
ERR_FAIL_COND_MSG(p_up.cross(p_target - p_pos).is_zero_approx(), "Up vector and direction between node origin and target are aligned, look_at() failed.");
Transform3D lookat = Transform3D(Basis::looking_at(p_target - p_pos, p_up), p_pos);
Vector3 forward = p_target - p_pos;
Basis lookat_basis = Basis::looking_at(forward, p_up, p_use_model_front);
Vector3 original_scale = get_scale();
set_global_transform(lookat);
set_global_transform(Transform3D(lookat_basis, p_pos));
set_scale(original_scale);
}
@ -1166,8 +1167,8 @@ void Node3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("orthonormalize"), &Node3D::orthonormalize);
ClassDB::bind_method(D_METHOD("set_identity"), &Node3D::set_identity);
ClassDB::bind_method(D_METHOD("look_at", "target", "up"), &Node3D::look_at, DEFVAL(Vector3(0, 1, 0)));
ClassDB::bind_method(D_METHOD("look_at_from_position", "position", "target", "up"), &Node3D::look_at_from_position, DEFVAL(Vector3(0, 1, 0)));
ClassDB::bind_method(D_METHOD("look_at", "target", "up", "use_model_front"), &Node3D::look_at, DEFVAL(Vector3(0, 1, 0)), DEFVAL(false));
ClassDB::bind_method(D_METHOD("look_at_from_position", "position", "target", "up", "use_model_front"), &Node3D::look_at_from_position, DEFVAL(Vector3(0, 1, 0)), DEFVAL(false));
ClassDB::bind_method(D_METHOD("to_local", "global_point"), &Node3D::to_local);
ClassDB::bind_method(D_METHOD("to_global", "local_point"), &Node3D::to_global);

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@ -250,8 +250,8 @@ public:
void global_scale(const Vector3 &p_scale);
void global_translate(const Vector3 &p_offset);
void look_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
void look_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
Vector3 to_local(Vector3 p_global) const;
Vector3 to_global(Vector3 p_local) const;