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Display the Y angle properly when rotating from gizmo, partially helps #1479
(cherry picked from commit cd9539f85d)
This commit is contained in:
committed by
Rémi Verschelde
parent
57084ada96
commit
641135ba21
@@ -30,7 +30,7 @@
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#include "matrix3.h"
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#include "math_funcs.h"
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#include "os/copymem.h"
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#include "print_string.h"
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#define cofac(row1, col1, row2, col2) \
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(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
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@@ -169,8 +169,16 @@ Vector3 Matrix3::get_euler() const {
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euler.y = Math::asin(m[0][2]);
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if (euler.y < Math_PI * 0.5) {
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if (euler.y > -Math_PI * 0.5) {
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euler.x = Math::atan2(-m[1][2], m[2][2]);
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euler.z = Math::atan2(-m[0][1], m[0][0]);
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//if rotation is Y-only, return a proper -pi,pi range like in x or z for the same case.
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if (m[1][0] == 0.0 && m[0][1] == 0.0 && m[0][0] < 0.0) {
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if (euler.y > 0.0)
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euler.y = Math_PI - euler.y;
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else
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euler.y = -(Math_PI + euler.y);
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} else {
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euler.x = Math::atan2(-m[1][2], m[2][2]);
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euler.z = Math::atan2(-m[0][1], m[0][0]);
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}
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} else {
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real_t r = Math::atan2(m[1][0], m[1][1]);
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