diff --git a/.travis.yml b/.travis.yml
index ca110a3073f..f95df46a2b2 100644
--- a/.travis.yml
+++ b/.travis.yml
@@ -11,8 +11,8 @@ os:
- osx
env:
- - GODOT_TARGET=iphone
- - GODOT_TARGET=osx
+ #- GODOT_TARGET=iphone
+ #- GODOT_TARGET=osx
- GODOT_TARGET=x11
#- GODOT_TARGET=android
- GODOT_TARGET=windows
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index ec0ed394712..24081528f0e 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -96,6 +96,15 @@ public:
static double random(double from, double to);
+ static _FORCE_INLINE_ bool isequal_approx(real_t a, real_t b) {
+ // TODO: Comparing floats for approximate-equality is non-trivial.
+ // Using epsilon should cover the typical cases in Godot (where a == b is used to compare two reals), such as matrix and vector comparison operators.
+ // A proper implementation in terms of ULPs should eventually replace the contents of this function.
+ // See https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/ for details.
+
+ return abs(a-b) < CMP_EPSILON;
+ }
+
static _FORCE_INLINE_ real_t abs(real_t g) {
diff --git a/core/math/matrix3.cpp b/core/math/matrix3.cpp
index c30401cc242..a985e29abb0 100644
--- a/core/math/matrix3.cpp
+++ b/core/math/matrix3.cpp
@@ -73,6 +73,7 @@ void Matrix3::invert() {
}
void Matrix3::orthonormalize() {
+ ERR_FAIL_COND(determinant() == 0);
// Gram-Schmidt Process
@@ -99,6 +100,17 @@ Matrix3 Matrix3::orthonormalized() const {
return c;
}
+bool Matrix3::is_orthogonal() const {
+ Matrix3 id;
+ Matrix3 m = (*this)*transposed();
+
+ return isequal_approx(id,m);
+}
+
+bool Matrix3::is_rotation() const {
+ return Math::isequal_approx(determinant(), 1) && is_orthogonal();
+}
+
Matrix3 Matrix3::inverse() const {
@@ -150,42 +162,58 @@ Vector3 Matrix3::get_scale() const {
);
}
-void Matrix3::rotate(const Vector3& p_axis, real_t p_phi) {
+// Matrix3::rotate and Matrix3::rotated return M * R(axis,phi), and is a convenience function. They do *not* perform proper matrix rotation.
+void Matrix3::rotate(const Vector3& p_axis, real_t p_phi) {
+ // TODO: This function should also be renamed as the current name is misleading: rotate does *not* perform matrix rotation.
+ // Same problem affects Matrix3::rotated.
+ // A similar problem exists in 2D math, which will be handled separately.
+ // After Matrix3 is renamed to Basis, this comments needs to be revised.
*this = *this * Matrix3(p_axis, p_phi);
}
Matrix3 Matrix3::rotated(const Vector3& p_axis, real_t p_phi) const {
-
return *this * Matrix3(p_axis, p_phi);
}
+// get_euler returns a vector containing the Euler angles in the format
+// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last
+// (following the convention they are commonly defined in the literature).
+//
+// The current implementation uses XYZ convention (Z is the first rotation),
+// so euler.z is the angle of the (first) rotation around Z axis and so on,
+//
+// And thus, assuming the matrix is a rotation matrix, this function returns
+// the angles in the decomposition R = X(a1).Y(a2).Z(a3) where Z(a) rotates
+// around the z-axis by a and so on.
Vector3 Matrix3::get_euler() const {
+ // Euler angles in XYZ convention.
+ // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
+ //
// rot = cy*cz -cy*sz sy
- // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx
- // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy
-
- Matrix3 m = *this;
- m.orthonormalize();
+ // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx
+ // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy
Vector3 euler;
- euler.y = Math::asin(m[0][2]);
+ ERR_FAIL_COND_V(is_rotation() == false, euler);
+
+ euler.y = Math::asin(elements[0][2]);
if ( euler.y < Math_PI*0.5) {
if ( euler.y > -Math_PI*0.5) {
- euler.x = Math::atan2(-m[1][2],m[2][2]);
- euler.z = Math::atan2(-m[0][1],m[0][0]);
+ euler.x = Math::atan2(-elements[1][2],elements[2][2]);
+ euler.z = Math::atan2(-elements[0][1],elements[0][0]);
} else {
- real_t r = Math::atan2(m[1][0],m[1][1]);
+ real_t r = Math::atan2(elements[1][0],elements[1][1]);
euler.z = 0.0;
euler.x = euler.z - r;
}
} else {
- real_t r = Math::atan2(m[0][1],m[1][1]);
+ real_t r = Math::atan2(elements[0][1],elements[1][1]);
euler.z = 0;
euler.x = r - euler.z;
}
@@ -195,6 +223,9 @@ Vector3 Matrix3::get_euler() const {
}
+// set_euler expects a vector containing the Euler angles in the format
+// (c,b,a), where a is the angle of the first rotation, and c is the last.
+// The current implementation uses XYZ convention (Z is the first rotation).
void Matrix3::set_euler(const Vector3& p_euler) {
real_t c, s;
@@ -215,17 +246,30 @@ void Matrix3::set_euler(const Vector3& p_euler) {
*this = xmat*(ymat*zmat);
}
+bool Matrix3::isequal_approx(const Matrix3& a, const Matrix3& b) const {
+
+ for (int i=0;i<3;i++) {
+ for (int j=0;j<3;j++) {
+ if (Math::isequal_approx(a.elements[i][j],b.elements[i][j]) == false)
+ return false;
+ }
+ }
+
+ return true;
+}
+
bool Matrix3::operator==(const Matrix3& p_matrix) const {
for (int i=0;i<3;i++) {
for (int j=0;j<3;j++) {
- if (elements[i][j]!=p_matrix.elements[i][j])
+ if (elements[i][j] != p_matrix.elements[i][j])
return false;
}
}
return true;
}
+
bool Matrix3::operator!=(const Matrix3& p_matrix) const {
return (!(*this==p_matrix));
@@ -249,11 +293,9 @@ Matrix3::operator String() const {
}
Matrix3::operator Quat() const {
+ ERR_FAIL_COND_V(is_rotation() == false, Quat());
- Matrix3 m=*this;
- m.orthonormalize();
-
- real_t trace = m.elements[0][0] + m.elements[1][1] + m.elements[2][2];
+ real_t trace = elements[0][0] + elements[1][1] + elements[2][2];
real_t temp[4];
if (trace > 0.0)
@@ -262,25 +304,25 @@ Matrix3::operator Quat() const {
temp[3]=(s * 0.5);
s = 0.5 / s;
- temp[0]=((m.elements[2][1] - m.elements[1][2]) * s);
- temp[1]=((m.elements[0][2] - m.elements[2][0]) * s);
- temp[2]=((m.elements[1][0] - m.elements[0][1]) * s);
+ temp[0]=((elements[2][1] - elements[1][2]) * s);
+ temp[1]=((elements[0][2] - elements[2][0]) * s);
+ temp[2]=((elements[1][0] - elements[0][1]) * s);
}
else
{
- int i = m.elements[0][0] < m.elements[1][1] ?
- (m.elements[1][1] < m.elements[2][2] ? 2 : 1) :
- (m.elements[0][0] < m.elements[2][2] ? 2 : 0);
+ int i = elements[0][0] < elements[1][1] ?
+ (elements[1][1] < elements[2][2] ? 2 : 1) :
+ (elements[0][0] < elements[2][2] ? 2 : 0);
int j = (i + 1) % 3;
int k = (i + 2) % 3;
- real_t s = Math::sqrt(m.elements[i][i] - m.elements[j][j] - m.elements[k][k] + 1.0);
+ real_t s = Math::sqrt(elements[i][i] - elements[j][j] - elements[k][k] + 1.0);
temp[i] = s * 0.5;
s = 0.5 / s;
- temp[3] = (m.elements[k][j] - m.elements[j][k]) * s;
- temp[j] = (m.elements[j][i] + m.elements[i][j]) * s;
- temp[k] = (m.elements[k][i] + m.elements[i][k]) * s;
+ temp[3] = (elements[k][j] - elements[j][k]) * s;
+ temp[j] = (elements[j][i] + elements[i][j]) * s;
+ temp[k] = (elements[k][i] + elements[i][k]) * s;
}
return Quat(temp[0],temp[1],temp[2],temp[3]);
@@ -356,6 +398,10 @@ void Matrix3::set_orthogonal_index(int p_index){
void Matrix3::get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const {
+ // TODO: We can handle improper matrices here too, in which case axis will also correspond to the axis of reflection.
+ // See Eq. (52) in http://scipp.ucsc.edu/~haber/ph251/rotreflect_13.pdf for example
+ // After that change, we should fail on is_orthogonal() == false.
+ ERR_FAIL_COND(is_rotation() == false);
double angle,x,y,z; // variables for result
@@ -423,14 +469,13 @@ void Matrix3::get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const {
// as we have reached here there are no singularities so we can handle normally
double s = Math::sqrt((elements[1][2] - elements[2][1])*(elements[1][2] - elements[2][1])
+(elements[2][0] - elements[0][2])*(elements[2][0] - elements[0][2])
- +(elements[0][1] - elements[1][0])*(elements[0][1] - elements[1][0])); // used to normalise
- if (Math::abs(s) < 0.001) s=1;
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
+ +(elements[0][1] - elements[1][0])*(elements[0][1] - elements[1][0])); // s=|axis||sin(angle)|, used to normalise
+
angle = Math::acos(( elements[0][0] + elements[1][1] + elements[2][2] - 1)/2);
- x = (elements[1][2] - elements[2][1])/s;
- y = (elements[2][0] - elements[0][2])/s;
- z = (elements[0][1] - elements[1][0])/s;
+ if (angle < 0) s = -s;
+ x = (elements[2][1] - elements[1][2])/s;
+ y = (elements[0][2] - elements[2][0])/s;
+ z = (elements[1][0] - elements[0][1])/s;
r_axis=Vector3(x,y,z);
r_angle=angle;
@@ -457,6 +502,7 @@ Matrix3::Matrix3(const Quat& p_quat) {
}
Matrix3::Matrix3(const Vector3& p_axis, real_t p_phi) {
+ // Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
Vector3 axis_sq(p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z);
@@ -464,15 +510,15 @@ Matrix3::Matrix3(const Vector3& p_axis, real_t p_phi) {
real_t sine= Math::sin(p_phi);
elements[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x );
- elements[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
- elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
+ elements[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine;
+ elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
- elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine;
+ elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
elements[1][1] = axis_sq.y + cosine * ( 1.0 - axis_sq.y );
- elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
+ elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
- elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
- elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
+ elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
+ elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
elements[2][2] = axis_sq.z + cosine * ( 1.0 - axis_sq.z );
}
diff --git a/core/math/matrix3.h b/core/math/matrix3.h
index 2792200b7dc..1d967c03b82 100644
--- a/core/math/matrix3.h
+++ b/core/math/matrix3.h
@@ -91,6 +91,8 @@ public:
return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
}
+ bool isequal_approx(const Matrix3& a, const Matrix3& b) const;
+
bool operator==(const Matrix3& p_matrix) const;
bool operator!=(const Matrix3& p_matrix) const;
@@ -102,6 +104,9 @@ public:
int get_orthogonal_index() const;
void set_orthogonal_index(int p_index);
+ bool is_orthogonal() const;
+ bool is_rotation() const;
+
operator String() const;
void get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const;
diff --git a/core/math/quat.cpp b/core/math/quat.cpp
index 8aa06a20467..afe71100e18 100644
--- a/core/math/quat.cpp
+++ b/core/math/quat.cpp
@@ -27,22 +27,40 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "quat.h"
+#include "matrix3.h"
#include "print_string.h"
+// set_euler expects a vector containing the Euler angles in the format
+// (c,b,a), where a is the angle of the first rotation, and c is the last.
+// The current implementation uses XYZ convention (Z is the first rotation).
void Quat::set_euler(const Vector3& p_euler) {
- real_t half_yaw = p_euler.x * 0.5;
- real_t half_pitch = p_euler.y * 0.5;
- real_t half_roll = p_euler.z * 0.5;
- real_t cos_yaw = Math::cos(half_yaw);
- real_t sin_yaw = Math::sin(half_yaw);
- real_t cos_pitch = Math::cos(half_pitch);
- real_t sin_pitch = Math::sin(half_pitch);
- real_t cos_roll = Math::cos(half_roll);
- real_t sin_roll = Math::sin(half_roll);
- set(cos_roll * sin_pitch * cos_yaw+sin_roll * cos_pitch * sin_yaw,
- cos_roll * cos_pitch * sin_yaw - sin_roll * sin_pitch * cos_yaw,
- sin_roll * cos_pitch * cos_yaw - cos_roll * sin_pitch * sin_yaw,
- cos_roll * cos_pitch * cos_yaw+sin_roll * sin_pitch * sin_yaw);
+ real_t half_a1 = p_euler.x * 0.5;
+ real_t half_a2 = p_euler.y * 0.5;
+ real_t half_a3 = p_euler.z * 0.5;
+
+ // R = X(a1).Y(a2).Z(a3) convention for Euler angles.
+ // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-2)
+ // a3 is the angle of the first rotation, following the notation in this reference.
+
+ real_t cos_a1 = Math::cos(half_a1);
+ real_t sin_a1 = Math::sin(half_a1);
+ real_t cos_a2 = Math::cos(half_a2);
+ real_t sin_a2 = Math::sin(half_a2);
+ real_t cos_a3 = Math::cos(half_a3);
+ real_t sin_a3 = Math::sin(half_a3);
+
+ set(sin_a1*cos_a2*cos_a3 + sin_a2*sin_a3*cos_a1,
+ -sin_a1*sin_a3*cos_a2 + sin_a2*cos_a1*cos_a3,
+ sin_a1*sin_a2*cos_a3 + sin_a3*cos_a1*cos_a2,
+ -sin_a1*sin_a2*sin_a3 + cos_a1*cos_a2*cos_a3);
+}
+
+// get_euler returns a vector containing the Euler angles in the format
+// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last.
+// The current implementation uses XYZ convention (Z is the first rotation).
+Vector3 Quat::get_euler() const {
+ Matrix3 m(*this);
+ return m.get_euler();
}
void Quat::operator*=(const Quat& q) {
@@ -126,26 +144,25 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
}
#else
- real_t to1[4];
+ Quat to1;
real_t omega, cosom, sinom, scale0, scale1;
// calc cosine
- cosom = x * q.x + y * q.y + z * q.z
- + w * q.w;
-
+ cosom = dot(q);
// adjust signs (if necessary)
if ( cosom <0.0 ) {
- cosom = -cosom; to1[0] = - q.x;
- to1[1] = - q.y;
- to1[2] = - q.z;
- to1[3] = - q.w;
+ cosom = -cosom;
+ to1.x = - q.x;
+ to1.y = - q.y;
+ to1.z = - q.z;
+ to1.w = - q.w;
} else {
- to1[0] = q.x;
- to1[1] = q.y;
- to1[2] = q.z;
- to1[3] = q.w;
+ to1.x = q.x;
+ to1.y = q.y;
+ to1.z = q.z;
+ to1.w = q.w;
}
@@ -165,10 +182,10 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
}
// calculate final values
return Quat(
- scale0 * x + scale1 * to1[0],
- scale0 * y + scale1 * to1[1],
- scale0 * z + scale1 * to1[2],
- scale0 * w + scale1 * to1[3]
+ scale0 * x + scale1 * to1.x,
+ scale0 * y + scale1 * to1.y,
+ scale0 * z + scale1 * to1.z,
+ scale0 * w + scale1 * to1.w
);
#endif
}
@@ -186,10 +203,10 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
newFactor = Math::sin(t * theta) * sinT,
invFactor = Math::sin((1.0f - t) * theta) * sinT;
- return Quat( invFactor * from.x + newFactor * q.x,
- invFactor * from.y + newFactor * q.y,
- invFactor * from.z + newFactor * q.z,
- invFactor * from.w + newFactor * q.w );
+ return Quat(invFactor * from.x + newFactor * q.x,
+ invFactor * from.y + newFactor * q.y,
+ invFactor * from.z + newFactor * q.z,
+ invFactor * from.w + newFactor * q.w);
#if 0
real_t to1[4];
@@ -203,7 +220,7 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
// adjust signs (if necessary)
if ( cosom <0.0 && false) {
- cosom = -cosom; to1[0] = - q.x;
+ cosom = -cosom;to1[0] = - q.x;
to1[1] = - q.y;
to1[2] = - q.z;
to1[3] = - q.w;
@@ -260,8 +277,10 @@ Quat::Quat(const Vector3& axis, const real_t& angle) {
if (d==0)
set(0,0,0,0);
else {
- real_t s = Math::sin(-angle * 0.5) / d;
+ real_t sin_angle = Math::sin(angle * 0.5);
+ real_t cos_angle = Math::cos(angle * 0.5);
+ real_t s = sin_angle / d;
set(axis.x * s, axis.y * s, axis.z * s,
- Math::cos(-angle * 0.5));
+ cos_angle);
}
}
diff --git a/core/math/quat.h b/core/math/quat.h
index 9f4145cddbb..40c048006f5 100644
--- a/core/math/quat.h
+++ b/core/math/quat.h
@@ -49,15 +49,16 @@ public:
Quat inverse() const;
_FORCE_INLINE_ real_t dot(const Quat& q) const;
void set_euler(const Vector3& p_euler);
+ Vector3 get_euler() const;
Quat slerp(const Quat& q, const real_t& t) const;
Quat slerpni(const Quat& q, const real_t& t) const;
Quat cubic_slerp(const Quat& q, const Quat& prep, const Quat& postq,const real_t& t) const;
_FORCE_INLINE_ void get_axis_and_angle(Vector3& r_axis, real_t &r_angle) const {
r_angle = 2 * Math::acos(w);
- r_axis.x = -x / Math::sqrt(1-w*w);
- r_axis.y = -y / Math::sqrt(1-w*w);
- r_axis.z = -z / Math::sqrt(1-w*w);
+ r_axis.x = x / Math::sqrt(1-w*w);
+ r_axis.y = y / Math::sqrt(1-w*w);
+ r_axis.z = z / Math::sqrt(1-w*w);
}
void operator*=(const Quat& q);
@@ -183,12 +184,10 @@ Quat Quat::operator/(const real_t& s) const {
bool Quat::operator==(const Quat& p_quat) const {
-
return x==p_quat.x && y==p_quat.y && z==p_quat.z && w==p_quat.w;
}
bool Quat::operator!=(const Quat& p_quat) const {
-
return x!=p_quat.x || y!=p_quat.y || z!=p_quat.z || w!=p_quat.w;
}
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 3f451b0ab70..14cf1bc6ca9 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -293,7 +293,6 @@ bool Vector3::operator==(const Vector3& p_v) const {
}
bool Vector3::operator!=(const Vector3& p_v) const {
-
return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
}
diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index b49c23f1171..4be1666e59a 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -20714,7 +20714,7 @@
- Create a matrix from an axis vector and an angle.
+ Create a matrix which rotates around the given axis by the specified angle.
@@ -20741,7 +20741,7 @@
- Return euler angles from the matrix.
+ Return euler angles (in the XYZ convention: first Z, then Y, and X last) from the matrix. Returned vector contains the rotation angles in the format (third,second,first).
@@ -20767,7 +20767,7 @@
- Return the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error).
+ Return the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error for orthogonal matrices). This performs a Gram-Schmidt orthonormalization on the basis of the matrix.
@@ -20777,10 +20777,7 @@
-
- Return the rotated version of the matrix, by a given axis and angle.
-
-
+
@@ -31485,7 +31482,7 @@
Quaternion.
- Quaternion is a 4 dimensional vector that is used to represent a rotation. It mainly exists to perform SLERP (spherical-linear interpolation) between to rotations obtained by a Matrix3 cheaply. Adding quaternions also cheaply adds the rotations, however quaternions need to be often normalized, or else they suffer from precision issues.
+ Quaternion is a 4 dimensional vector that is used to represent a rotation. It mainly exists to perform SLERP (spherical-linear interpolation) between to rotations obtained by a Matrix3 cheaply. Multiplying quaternions also cheaply reproduces rotation sequences, however quaternions need to be often normalized, or else they suffer from precision issues.
@@ -31510,6 +31507,7 @@
+ Returns a quaternion that will rotate around the given axis by the specified angle.
@@ -31518,6 +31516,7 @@
+ Returns the rotation matrix corresponding to the given quaternion.
@@ -31540,14 +31539,14 @@
- Returns the dot product between two quaternions.
+ Returns the dot product of two quaternions.
- Returns the inverse of the quaternion (applies to the inverse rotation too).
+ Returns the inverse of the quaternion.
@@ -43135,7 +43134,7 @@
- Rotate the transform locally.
+ Rotate the transform locally. This introduces an additional pre-rotation to the transform, changing the basis to basis * Matrix3(axis, phi).
diff --git a/modules/gridmap/grid_map_editor_plugin.cpp b/modules/gridmap/grid_map_editor_plugin.cpp
index ba727582a5c..e55665b1f51 100644
--- a/modules/gridmap/grid_map_editor_plugin.cpp
+++ b/modules/gridmap/grid_map_editor_plugin.cpp
@@ -103,13 +103,13 @@ void GridMapEditor::_menu_option(int p_option) {
if (input_action==INPUT_DUPLICATE) {
r.set_orthogonal_index(selection.duplicate_rot);
- r.rotate(Vector3(0,1,0),Math_PI/2.0);
+ r.rotate(Vector3(0,1,0),-Math_PI/2.0);
selection.duplicate_rot=r.get_orthogonal_index();
_update_duplicate_indicator();
break;
}
r.set_orthogonal_index(cursor_rot);
- r.rotate(Vector3(0,1,0),Math_PI/2.0);
+ r.rotate(Vector3(0,1,0),-Math_PI/2.0);
cursor_rot=r.get_orthogonal_index();
_update_cursor_transform();
} break;
@@ -118,14 +118,14 @@ void GridMapEditor::_menu_option(int p_option) {
if (input_action==INPUT_DUPLICATE) {
r.set_orthogonal_index(selection.duplicate_rot);
- r.rotate(Vector3(1,0,0),Math_PI/2.0);
+ r.rotate(Vector3(1,0,0),-Math_PI/2.0);
selection.duplicate_rot=r.get_orthogonal_index();
_update_duplicate_indicator();
break;
}
r.set_orthogonal_index(cursor_rot);
- r.rotate(Vector3(1,0,0),Math_PI/2.0);
+ r.rotate(Vector3(1,0,0),-Math_PI/2.0);
cursor_rot=r.get_orthogonal_index();
_update_cursor_transform();
} break;
@@ -134,35 +134,35 @@ void GridMapEditor::_menu_option(int p_option) {
if (input_action==INPUT_DUPLICATE) {
r.set_orthogonal_index(selection.duplicate_rot);
- r.rotate(Vector3(0,0,1),Math_PI/2.0);
+ r.rotate(Vector3(0,0,1),-Math_PI/2.0);
selection.duplicate_rot=r.get_orthogonal_index();
_update_duplicate_indicator();
break;
}
r.set_orthogonal_index(cursor_rot);
- r.rotate(Vector3(0,0,1),Math_PI/2.0);
+ r.rotate(Vector3(0,0,1),-Math_PI/2.0);
cursor_rot=r.get_orthogonal_index();
_update_cursor_transform();
} break;
case MENU_OPTION_CURSOR_BACK_ROTATE_Y: {
Matrix3 r;
r.set_orthogonal_index(cursor_rot);
- r.rotate(Vector3(0,1,0),-Math_PI/2.0);
+ r.rotate(Vector3(0,1,0),Math_PI/2.0);
cursor_rot=r.get_orthogonal_index();
_update_cursor_transform();
} break;
case MENU_OPTION_CURSOR_BACK_ROTATE_X: {
Matrix3 r;
r.set_orthogonal_index(cursor_rot);
- r.rotate(Vector3(1,0,0),-Math_PI/2.0);
+ r.rotate(Vector3(1,0,0),Math_PI/2.0);
cursor_rot=r.get_orthogonal_index();
_update_cursor_transform();
} break;
case MENU_OPTION_CURSOR_BACK_ROTATE_Z: {
Matrix3 r;
r.set_orthogonal_index(cursor_rot);
- r.rotate(Vector3(0,0,1),-Math_PI/2.0);
+ r.rotate(Vector3(0,0,1),Math_PI/2.0);
cursor_rot=r.get_orthogonal_index();
_update_cursor_transform();
} break;
diff --git a/scene/3d/character_camera.cpp b/scene/3d/character_camera.cpp
index e8b7759a98b..b4cd46bd35a 100644
--- a/scene/3d/character_camera.cpp
+++ b/scene/3d/character_camera.cpp
@@ -255,8 +255,8 @@ void CharacterCamera::_compute_camera() {
orbit.x=max_orbit_x;
Matrix3 m;
- m.rotate(Vector3(0,1,0),Math::deg2rad(orbit.y));
- m.rotate(Vector3(1,0,0),Math::deg2rad(orbit.x));
+ m.rotate(Vector3(0,1,0),-Math::deg2rad(orbit.y));
+ m.rotate(Vector3(1,0,0),-Math::deg2rad(orbit.x));
new_pos = (m.get_axis(2) * distance) + character_pos;
@@ -432,8 +432,8 @@ void CharacterCamera::set_orbit(const Vector2& p_orbit) {
float d = char_pos.distance_to(follow_pos);
Matrix3 m;
- m.rotate(Vector3(0,1,0),orbit.y);
- m.rotate(Vector3(1,0,0),orbit.x);
+ m.rotate(Vector3(0,1,0),-orbit.y);
+ m.rotate(Vector3(1,0,0),-orbit.x);
follow_pos=char_pos + m.get_axis(2) * d;
@@ -475,8 +475,8 @@ void CharacterCamera::rotate_orbit(const Vector2& p_relative) {
if (type == CAMERA_FOLLOW && is_inside_scene()) {
Matrix3 m;
- m.rotate(Vector3(0,1,0),Math::deg2rad(p_relative.y));
- m.rotate(Vector3(1,0,0),Math::deg2rad(p_relative.x));
+ m.rotate(Vector3(0,1,0),-Math::deg2rad(p_relative.y));
+ m.rotate(Vector3(1,0,0),-Math::deg2rad(p_relative.x));
Vector3 char_pos = get_global_transform().origin;
char_pos.y+=height;
diff --git a/servers/visual/visual_server_canvas.h b/servers/visual/visual_server_canvas.h
index b5412ed6080..e1edc47f9fa 100644
--- a/servers/visual/visual_server_canvas.h
+++ b/servers/visual/visual_server_canvas.h
@@ -44,7 +44,10 @@ public:
_FORCE_INLINE_ bool operator()(const Item* p_left,const Item* p_right) const {
- return p_left->xform.elements[2].y < p_right->xform.elements[2].y;
+ if(Math::abs(p_left->xform.elements[2].y - p_right->xform.elements[2].y) < CMP_EPSILON )
+ return p_left->xform.elements[2].x < p_right->xform.elements[2].x;
+ else
+ return p_left->xform.elements[2].y < p_right->xform.elements[2].y;
}
};
diff --git a/tools/collada/collada.cpp b/tools/collada/collada.cpp
index c62affe5ada..204de450820 100644
--- a/tools/collada/collada.cpp
+++ b/tools/collada/collada.cpp
@@ -144,7 +144,7 @@ Transform Collada::Node::compute_transform(Collada &state) const {
case XForm::OP_ROTATE: {
if (xf.data.size()>=4) {
- xform_step.rotate(Vector3(xf.data[0],xf.data[1],xf.data[2]),-Math::deg2rad(xf.data[3]));
+ xform_step.rotate(Vector3(xf.data[0],xf.data[1],xf.data[2]),Math::deg2rad(xf.data[3]));
}
} break;
case XForm::OP_SCALE: {
@@ -1604,7 +1604,7 @@ Collada::Node* Collada::_parse_visual_instance_camera(XMLParser& parser) {
cam->camera= _uri_to_id(parser.get_attribute_value_safe("url"));
if (state.up_axis==Vector3::AXIS_Z) //collada weirdness
- cam->post_transform.basis.rotate(Vector3(1,0,0),Math_PI*0.5);
+ cam->post_transform.basis.rotate(Vector3(1,0,0),-Math_PI*0.5);
if (parser.is_empty()) //nothing else to parse...
return cam;
@@ -1625,7 +1625,7 @@ Collada::Node* Collada::_parse_visual_instance_light(XMLParser& parser) {
cam->light= _uri_to_id(parser.get_attribute_value_safe("url"));
if (state.up_axis==Vector3::AXIS_Z) //collada weirdness
- cam->post_transform.basis.rotate(Vector3(1,0,0),Math_PI*0.5);
+ cam->post_transform.basis.rotate(Vector3(1,0,0),-Math_PI*0.5);
if (parser.is_empty()) //nothing else to parse...
return cam;
diff --git a/tools/editor/plugins/cube_grid_theme_editor_plugin.cpp b/tools/editor/plugins/cube_grid_theme_editor_plugin.cpp
index 0c2ec15367f..a5f447cfd9a 100644
--- a/tools/editor/plugins/cube_grid_theme_editor_plugin.cpp
+++ b/tools/editor/plugins/cube_grid_theme_editor_plugin.cpp
@@ -179,8 +179,8 @@ void MeshLibraryEditor::_import_scene(Node *p_scene, Ref p_library,
Vector3 ofs = aabb.pos + aabb.size*0.5;
aabb.pos-=ofs;
Transform xform;
- xform.basis=Matrix3().rotated(Vector3(0,1,0),Math_PI*0.25);
- xform.basis = Matrix3().rotated(Vector3(1,0,0),-Math_PI*0.25)*xform.basis;
+ xform.basis=Matrix3().rotated(Vector3(0,1,0),-Math_PI*0.25);
+ xform.basis = Matrix3().rotated(Vector3(1,0,0),Math_PI*0.25)*xform.basis;
AABB rot_aabb = xform.xform(aabb);
print_line("rot_aabb: "+rot_aabb);
float m = MAX(rot_aabb.size.x,rot_aabb.size.y)*0.5;
diff --git a/tools/editor/plugins/editor_preview_plugins.cpp b/tools/editor/plugins/editor_preview_plugins.cpp
index fbda0776b05..c07eacf69e5 100644
--- a/tools/editor/plugins/editor_preview_plugins.cpp
+++ b/tools/editor/plugins/editor_preview_plugins.cpp
@@ -807,8 +807,8 @@ Ref EditorMeshPreviewPlugin::generate(const RES& p_from) {
Vector3 ofs = aabb.pos + aabb.size*0.5;
aabb.pos-=ofs;
Transform xform;
- xform.basis=Matrix3().rotated(Vector3(0,1,0),Math_PI*0.125);
- xform.basis = Matrix3().rotated(Vector3(1,0,0),-Math_PI*0.125)*xform.basis;
+ xform.basis=Matrix3().rotated(Vector3(0,1,0),-Math_PI*0.125);
+ xform.basis = Matrix3().rotated(Vector3(1,0,0),Math_PI*0.125)*xform.basis;
AABB rot_aabb = xform.xform(aabb);
float m = MAX(rot_aabb.size.x,rot_aabb.size.y)*0.5;
if (m==0)
diff --git a/tools/editor/plugins/material_editor_plugin.cpp b/tools/editor/plugins/material_editor_plugin.cpp
index 9c279fa9673..3ef18181350 100644
--- a/tools/editor/plugins/material_editor_plugin.cpp
+++ b/tools/editor/plugins/material_editor_plugin.cpp
@@ -129,8 +129,8 @@ MaterialEditor::MaterialEditor() {
viewport->add_child(box_instance);
Transform box_xform;
- box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(-25));
- box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(-25));
+ box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25));
+ box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25));
box_xform.basis.scale(Vector3(0.8,0.8,0.8));
box_instance->set_transform(box_xform);
diff --git a/tools/editor/plugins/mesh_editor_plugin.cpp b/tools/editor/plugins/mesh_editor_plugin.cpp
index 785efebfc81..13f3204a055 100644
--- a/tools/editor/plugins/mesh_editor_plugin.cpp
+++ b/tools/editor/plugins/mesh_editor_plugin.cpp
@@ -82,8 +82,8 @@ void MeshEditor::_notification(int p_what) {
void MeshEditor::_update_rotation() {
Transform t;
- t.basis.rotate(Vector3(0, 1, 0), rot_y);
- t.basis.rotate(Vector3(1, 0, 0), rot_x);
+ t.basis.rotate(Vector3(0, 1, 0), -rot_y);
+ t.basis.rotate(Vector3(1, 0, 0), -rot_x);
mesh_instance->set_transform(t);
}
diff --git a/tools/editor/plugins/multimesh_editor_plugin.cpp b/tools/editor/plugins/multimesh_editor_plugin.cpp
index e038c83ac8d..9b195422689 100644
--- a/tools/editor/plugins/multimesh_editor_plugin.cpp
+++ b/tools/editor/plugins/multimesh_editor_plugin.cpp
@@ -207,10 +207,10 @@ void MultiMeshEditor::_populate() {
Transform axis_xform;
if (axis==Vector3::AXIS_Z) {
- axis_xform.rotate(Vector3(1,0,0),Math_PI*0.5);
+ axis_xform.rotate(Vector3(1,0,0),-Math_PI*0.5);
}
if (axis==Vector3::AXIS_X) {
- axis_xform.rotate(Vector3(0,0,1),Math_PI*0.5);
+ axis_xform.rotate(Vector3(0,0,1),-Math_PI*0.5);
}
for(int i=0;i &selection = editor_selection->get_selected_node_list();
@@ -1591,8 +1591,8 @@ void SpatialEditorViewport::_sinput(const InputEvent &p_event) {
Transform camera_transform;
camera_transform.translate(cursor.pos);
- camera_transform.basis.rotate(Vector3(0,1,0),cursor.y_rot);
- camera_transform.basis.rotate(Vector3(1,0,0),cursor.x_rot);
+ camera_transform.basis.rotate(Vector3(0,1,0),-cursor.y_rot);
+ camera_transform.basis.rotate(Vector3(1,0,0),-cursor.x_rot);
Vector3 translation(-m.relative_x*pan_speed,m.relative_y*pan_speed,0);
translation*=cursor.distance/DISTANCE_DEFAULT;
camera_transform.translate(translation);
@@ -2810,7 +2810,7 @@ void SpatialEditor::_xform_dialog_action() {
continue;
Vector3 axis;
axis[i]=1.0;
- t.basis.rotate(axis,rotate[i]);
+ t.basis.rotate(axis,rotate[i]); // BUG(?): Angle not flipped; please check during the review of PR #6865.
}
for(int i=0;i<3;i++) {
@@ -3160,7 +3160,7 @@ void SpatialEditor::_init_indicators() {
- light_transform.rotate(Vector3(1,0,0),Math_PI/5.0);
+ light_transform.rotate(Vector3(1,0,0),-Math_PI/5.0);
VisualServer::get_singleton()->instance_set_transform(light_instance,light_transform);
@@ -3773,8 +3773,8 @@ void SpatialEditor::_update_ambient_light_color(const Color& p_color) {
void SpatialEditor::_update_default_light_angle() {
Transform t;
- t.basis.rotate(Vector3(1,0,0),settings_default_light_rot_x);
- t.basis.rotate(Vector3(0,1,0),settings_default_light_rot_y);
+ t.basis.rotate(Vector3(1,0,0),-settings_default_light_rot_x);
+ t.basis.rotate(Vector3(0,1,0),-settings_default_light_rot_y);
settings_dlight->set_transform(t);
if (light_instance.is_valid()) {
VS::get_singleton()->instance_set_transform(light_instance,t);