And my FastMath.HALF_PI should probably also have been -FastMath.HALF_PI. At any rate, that was an easily spotted typo so may have already been noticed and corrected for.
@madjack said:
As the picture above shows, if your camera is looking DOWN the Y axis, your UP vector becomes either Z or X, depending on its orientation.
Also, by default models will face towards +Z, not -Z as shown above unless you manually change that.
Yes, that's exactly what I've always thought! The thing is that somehow all the rotations I've tried, resulted in the same "Sure, I'm looking down the y axis now! BUT I'll invert the x and z axis for you! :) "
@tiagoparreira said:
Yes, that's exactly what I've always thought! The thing is that somehow all the rotations I've tried, resulted in the same "Sure, I'm looking down the y axis now! BUT I'll invert the x and z axis for you! :) "
If you use lookAt with a y-axis up vector... definitely. The result is undefined.
If you use Quaternion.fromAngle()... no. Or you did something else wrong or your expectations/observations are incorrect.
I tried “correcting” the lookAt with a couple of those, but couldn’t. I’m sure there’s a correct way but I couldn’t find it out
@tiagoparreira said:
I tried "correcting" the lookAt with a couple of those, but couldn't. I'm sure there's a correct way but I couldn't find it out :P
I haven't seen a test case yet so I can't help further.
It’s alright, like I said some posts back, I just went another way to achieve what I wanted, thanks though