Not sure if (or why) is this supposed to be like that, but Object3D.lookAt is currently long-ass code that does not work within hierarchy, and it even says so in the docs:
This method does not support objects with rotated and/or translated parent(s).
What am I currently using instead of
mesh.lookAt (target) is these 2 lines:
matrix4.lookAt (mesh.position, target, up); mesh.quaternion.setFromRotationMatrix (matrix4);
target in local space, and could not care less where does
up point to, so it works for me. However, even if I had to use world space and specific
up, it would add at most couple of lines to convert them into local space and we’re back to this simple code.
With that in mind, I’d like to know what is the reason behind current Object3D.lookAt version?