S3D_ANGLE_TO_CAM(3)

πŸ’– S3D_ANGLE_TO_CAM πŸ’–

okay bestie, welcome to the s3d manual, section 3, and today's main character is s3d_angle_to_cam. she's a lil math girlie and she's here to tell you which way to spin your object so it stops being rude and looks at the camera. no cap. πŸŽ€


✨ NAME ✨

s3d_angle_to_cam β€” calculate angle between vector and cam πŸ¦‹


🌸 SYNOPSIS 🌸

#include <s3d.h>

float s3d_angle_to_cam(const float obj_pos[], const float cam_pos[],
                       float *angle_rad);

like, that's the whole summoning ritual, bestie. include the header, call the girl. πŸ’…


πŸ’œ DESCRIPTION πŸ’œ

so here's the tea, fr fr. you hand her obj_pos and cam_pos, both in the format float[3] (three lil floats, that's the whole vibe), and she figures out angle_rad β€” the angle you should rotate the object by around the y-axis so that it faces the camera. periodt.

this is lowkey iconic if you've got some text just floating out there in space and you want it to turn and face the camera. like, text that looks at you? that's main character energy right there. πŸ˜­πŸ’–

also there's a whole wikipedia situation about vectors if you wanna nerd out: http://en.wikipedia.org/wiki/Vector_(spatial) β€” the link is literally in the original and I'm literally passing it to you untouched, iykyk. ✨

πŸ‘‘ AUTHOR πŸ‘‘

  • Simon Wunderlich β€” Author of s3d 🫢

and that's the whole page, bestie. this was the s3d manual, section 3, S3D_ANGLE_TO_CAM(3) β€” that's the source/version energy, and no date was listed so I'm not gonna make one up, that would be a crime πŸ’€. go forth and rotate your objects, mwah πŸ’…πŸŒΈ