Display the Y angle properly when rotating from gizmo, partially helps #1479
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1 changed files with 11 additions and 3 deletions
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@ -30,7 +30,7 @@
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#include "matrix3.h"
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#include "matrix3.h"
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#include "math_funcs.h"
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#include "math_funcs.h"
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#include "os/copymem.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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#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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(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
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@ -364,8 +364,16 @@ Vector3 Basis::get_euler() const {
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euler.y = Math::asin(elements[0][2]);
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euler.y = Math::asin(elements[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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if (euler.y > -Math_PI * 0.5) {
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if (euler.y > -Math_PI * 0.5) {
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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 (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[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(-elements[1][2], elements[2][2]);
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euler.x = Math::atan2(-elements[1][2], elements[2][2]);
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euler.z = Math::atan2(-elements[0][1], elements[0][0]);
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euler.z = Math::atan2(-elements[0][1], elements[0][0]);
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}
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} else {
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} else {
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real_t r = Math::atan2(elements[1][0], elements[1][1]);
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real_t r = Math::atan2(elements[1][0], elements[1][1]);
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