SurfaceCtrl: Fixing parallel issu into LookAt function

git-svn-id: svn://ultimatepp.org/upp/trunk@15057 f0d560ea-af0d-0410-9eb7-867de7ffcac7
This commit is contained in:
xemuth 2020-09-16 17:49:56 +00:00
parent d7381809fc
commit 4f4af8423b

View file

@ -195,20 +195,18 @@ MagicCamera& MagicCamera::DetermineRotationPoint(Point& p,const Upp::Vector<Obje
}
MagicCamera& MagicCamera::LookAt(const glm::vec3& lookat)noexcept{
glm::vec3 direction = lookat - transform.GetPosition();
float directionLength = glm::length(direction);
if(!(directionLength > 0.0001)){ // Check if the direction is valid; Also deals with NaN
glm::vec3 direction = glm::normalize( lookat - transform.GetPosition());
if(!(glm::length(direction) > 0.0001)){ // Check if the direction is valid; Also deals with NaN
transform.SetRotation(glm::quat(1, 0, 0, 0));
return *this;
}
direction /= directionLength; // Normalize direction
if(glm::abs(glm::dot(direction, transform.GetWorldUp())) > .9999f) {
transform.SetRotation(glm::inverse(glm::quatLookAt(direction, transform.GetUp())));// Use relative up
} else {
transform.SetRotation(glm::inverse(glm::quatLookAt(direction, transform.GetWorldUp())));
}
//Check if We must use relative Up
glm::vec3 upToUse = transform.GetWorldUp();
if(glm::abs(glm::dot(direction, transform.GetWorldUp())) > .9999f) upToUse = transform.GetUp();
//Check if parallel
if(glm::vec3(0.0f) == glm::cross(transform.GetUp(),direction) ) direction = glm::normalize(lookat - (transform.GetPosition() + glm::vec3(0.001f,0.0f,0.001f))); //Change position and recalculate direction
//Calcul new quaternion
transform.SetRotation(glm::inverse(glm::quatLookAt(direction, upToUse)));
return *this;
}