Godot has us covered here too, because the Transform object has a method called interpolate_with(), which returns an intermediate transform between a current one and a target one. It would look better if we move smoothly, or “interpolated”, the rotation smoothly between the starting orientation and the ending. This might be fine if you have a very slow-moving target, but looks unnatural. The above code works, but it snaps the rotation instantly to the target. This second parameter is how you define what you want the final orientation to be. Imagine an airplane pointing its nose towards a target - there are an infinite number of ways it could be oriented, because the plane could roll about its axis. To change its location, double-click LMB at any point on the 3D model: the. Note that look_at() requires 2 parameters: the target position, and an “up vector”. By default, the rotation center coincides with the origin of the main axis grid. This code would make our node ( $Arrow) always point at the target’s position, no matter how it moves. For example, dragging the red ring rotates the object around the global x-axis. Func _process (delta ): var target_position = $Target. To rotate an object along a single axis: Drag one of the colored rotation rings.
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