lookAt method
void
lookAt(
- Vector3 target, {
- Vector3? up,
Implementation
void lookAt(Vector3 target, {Vector3? up}) {
final upDir = up ?? Vector3(0, 1, 0);
final m = makeViewMatrix(_position, target, upDir);
// vector_math's makeViewMatrix already stores the basis vectors as
// matrix columns, so getRotation() IS the camera world rotation.
// Transposing here would flip the vertical component of the forward
// vector (cameras looking down ended up looking up — scene culled).
_rotation = Quaternion.fromRotation(m.getRotation());
_rotation.normalize();
_dirty = true;
}