Created
May 27, 2022 15:36
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func calc_final_transform(_mag_vector,_offset,_width): | |
""" | |
this calculates a final transform to rotate a cylinder | |
this cylinder goes from (0,0,0) to (1,0,0) | |
so it is basicly 1 unit long along the x axis | |
WARNING: | |
the maths in this simple project took a while to figure out and had many changes | |
unfortunatly so some of the logic of the acos | |
some of the corrections avoids entering 0 into a divion or atan | |
basicly created with some trial and error so the notes are incomplete | |
to use this as a to and from: | |
_mag_vector = to - from | |
_offset = from | |
""" | |
var mag_vector_copy = _mag_vector # correcting backwards bug (UNSURE STILL | |
mag_vector_copy.x = -mag_vector_copy.x | |
mag_vector_copy.z = -mag_vector_copy.z | |
var trans = Transform() # our transform matrix | |
# stretch to the right length | |
trans = trans.scaled(Vector3(mag_vector_copy.length(),_width,_width)) | |
var A = sqrt(pow(mag_vector_copy.x, 2.0) + pow(mag_vector_copy.z,2.0)) | |
#only rotate 2nd time if y is not 0, this elimnates a scene destroying bug! | |
# rotate the on the z axis as the pitch | |
if mag_vector_copy.y != 0.0: # avoids a bug? (no pitch required if no y on mag_vector) | |
var H = mag_vector_copy.length() | |
var theta = acos(A/H) | |
if mag_vector_copy.y < 0.0: # WEIRD CORRECTION!! | |
theta = -theta | |
trans = trans.rotated(Vector3(0.0,0.0,1.0), theta) | |
# rotate around the horizon as the direction (needs to be second rotation) | |
trans = trans.rotated(Vector3.UP,atan2(mag_vector_copy.z,-mag_vector_copy.x)) | |
# this moves the offset (ignoring the scale and rotation), done last | |
trans.origin += _offset | |
return trans |
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