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Fix PathFollow rotations.
Used parallel transport to move the object along the curve. Also introduced a few more math checks useful for debugging.
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@@ -82,7 +82,10 @@ Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) co
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}
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void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(p_eye == p_target);
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ERR_FAIL_COND(p_up.length() == 0);
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#endif
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// Reference: MESA source code
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Vector3 v_x, v_y, v_z;
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@@ -96,6 +99,9 @@ void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const
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v_y = p_up;
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v_x = v_y.cross(v_z);
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(v_x.length() == 0);
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#endif
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/* Recompute Y = Z cross X */
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v_y = v_z.cross(v_x);
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@@ -103,9 +109,8 @@ void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const
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v_x.normalize();
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v_y.normalize();
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basis.set_axis(0, v_x);
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basis.set_axis(1, v_y);
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basis.set_axis(2, v_z);
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basis.set(v_x, v_y, v_z);
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origin = p_eye;
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}
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