diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index ca963cbf4f8..36f5d8e2abf 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -612,6 +612,43 @@ namespace Godot
return b;
}
+ ///
+ /// Creates a with a rotation such that the forward
+ /// axis (-Z) points towards the position.
+ /// The up axis (+Y) points as close to the vector
+ /// as possible while staying perpendicular to the forward axis.
+ /// The resulting Basis is orthonormalized.
+ /// The and vectors
+ /// cannot be zero, and cannot be parallel to each other.
+ ///
+ /// The position to look at.
+ /// The relative up direction.
+ /// The resulting basis matrix.
+ public static Basis LookingAt(Vector3 target, Vector3 up)
+ {
+#if DEBUG
+ if (target.IsZeroApprox())
+ {
+ throw new ArgumentException("The vector can't be zero.", nameof(target));
+ }
+ if (up.IsZeroApprox())
+ {
+ throw new ArgumentException("The vector can't be zero.", nameof(up));
+ }
+#endif
+ Vector3 column2 = -target.Normalized();
+ Vector3 column0 = up.Cross(column2);
+#if DEBUG
+ if (column0.IsZeroApprox())
+ {
+ throw new ArgumentException("The target vector and up vector can't be parallel to each other.");
+ }
+#endif
+ column0.Normalize();
+ Vector3 column1 = column2.Cross(column0);
+ return new Basis(column0, column1, column2);
+ }
+
///
/// Returns the orthonormalized version of the basis matrix (useful to
/// call occasionally to avoid rounding errors for orthogonal matrices).
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
index b34e95c04df..1e2aaa299f0 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
@@ -164,14 +164,14 @@ namespace Godot
}
///
- /// Returns a copy of the transform rotated such that its
- /// -Z axis (forward) points towards the position.
- ///
- /// The transform will first be rotated around the given vector,
- /// and then fully aligned to the by a further rotation around
- /// an axis perpendicular to both the and vectors.
- ///
- /// Operations take place in global space.
+ /// Returns a copy of the transform rotated such that the forward axis (-Z)
+ /// points towards the position.
+ /// The up axis (+Y) points as close to the 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 and vectors cannot be zero,
+ /// cannot be parallel to each other, and are defined in global/parent space.
///
/// The object to look at.
/// The relative up direction.
@@ -249,24 +249,7 @@ namespace Godot
private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
- // Make rotation matrix
- // Z vector
- Vector3 column2 = eye - target;
-
- column2.Normalize();
-
- Vector3 column1 = up;
-
- Vector3 column0 = column1.Cross(column2);
-
- // Recompute Y = Z cross X
- column1 = column2.Cross(column0);
-
- column0.Normalize();
- column1.Normalize();
-
- Basis = new Basis(column0, column1, column2);
-
+ Basis = Basis.LookingAt(target - eye, up);
Origin = eye;
}