Anyone can convert this code to Maxscript? It’s so complicated for me:
https://www.euclideanspace.com/maths/algebra/vectors/lookat/index.htm
sfquat LookAt(sfvec3f target,sfvec3f current, sfvec3f eye,sfvec3f up) {
// turn vectors into unit vectors
n1 = (current - eye).norm();
n2 = (target - eye).norm();
d = sfvec3f.dot(n1,n2);
// if no noticable rotation is available return zero rotation
// this way we avoid Cross product artifacts
if( d > 0.9998 ) return new sfquat( 0, 0, 1, 0 );
// in this case there are 2 lines on the same axis
if(d < -0.9998){
n1 = n1.Rotx( 0.5f );
// there are an infinite number of normals
// in this case. Anyone of these normals will be
// a valid rotation (180 degrees). so rotate the curr axis by 0.5 radians this way we get one of these normals
}
sfvec3f axis = n1;
axis.cross(n2);
sfquat pointToTarget= new sfquat(1.0 + d,axis.x,axis.y,axis.z);
pointToTarget.norm();
// now twist around the target vector, so that the 'up' vector points along the z axis
sfmatrix projectionMatrix=new sfmatrix();
double a = pointToTarget.x;
double b = pointToTarget.y;
double c = pointToTarget.z;
projectionMatrix.m00 = b*b+c*c;
projectionMatrix.m01 = -a*b;
projectionMatrix.m02 = -a*c;
projectionMatrix.m10 = -b*a;
projectionMatrix.m11 = a*a+c*c;
projectionMatrix.m12 = -b*c;
projectionMatrix.m20 = -c*a;
projectionMatrix.m21 = -c*b;
projectionMatrix.m22 = a*a+b*b;
sfvec3f upProjected = projectionMatrix.transform(up);
sfvec3f yaxisProjected = projectionMatrix.transform(new sfvec(0,1,0);
d = sfvec3f.dot(upProjected,yaxisProjected);
// so the axis of twist is n2 and the angle is arcos(d)
//convert this to quat as follows
double s=Math.sqrt(1.0 - d*d);
sfquat twist=new sfquat(d,n2*s,n2*s,n2*s);
return sfquat.mul(pointToTarget,twist);
}