Display the Y angle properly when rotating from gizmo, partially helps #1479

This commit is contained in:
Juan Linietsky 2017-08-07 15:07:43 -03:00
parent e12b422c90
commit cd9539f85d

View file

@ -30,7 +30,7 @@
#include "matrix3.h"
#include "math_funcs.h"
#include "os/copymem.h"
#include "print_string.h"
#define cofac(row1, col1, row2, col2) \
(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
@ -364,8 +364,16 @@ Vector3 Basis::get_euler() const {
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(-elements[1][2], elements[2][2]);
euler.z = Math::atan2(-elements[0][1], elements[0][0]);
//if rotation is Y-only, return a proper -pi,pi range like in x or z for the same case.
if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[0][0] < 0.0) {
if (euler.y > 0.0)
euler.y = Math_PI - euler.y;
else
euler.y = -(Math_PI + euler.y);
} else {
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(elements[1][0], elements[1][1]);