Merge pull request #19193 from tagcup/quat_norm
Fixed Basis -> Quat conversions, added a few safety checks.
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ad4666f8e0
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@ -356,8 +356,7 @@ void Basis::rotate(const Quat &p_quat) {
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*this = rotated(p_quat);
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}
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// TODO: rename this to get_rotation_euler
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Vector3 Basis::get_rotation() const {
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Vector3 Basis::get_rotation_euler() const {
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// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
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// and returns the Euler angles corresponding to the rotation part, complementing get_scale().
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// See the comment in get_scale() for further information.
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@ -371,6 +370,20 @@ Vector3 Basis::get_rotation() const {
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return m.get_euler();
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}
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Quat Basis::get_rotation_quat() const {
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// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
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// and returns the Euler angles corresponding to the rotation part, complementing get_scale().
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// See the comment in get_scale() for further information.
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Basis m = orthonormalized();
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real_t det = m.determinant();
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if (det < 0) {
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// Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles.
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m.scale(Vector3(-1, -1, -1));
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}
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return m.get_quat();
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}
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void Basis::get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const {
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// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
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// and returns the Euler angles corresponding to the rotation part, complementing get_scale().
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@ -591,10 +604,9 @@ Basis::operator String() const {
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}
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Quat Basis::get_quat() const {
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//commenting this check because precision issues cause it to fail when it shouldn't
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//#ifdef MATH_CHECKS
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//ERR_FAIL_COND_V(is_rotation() == false, Quat());
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//#endif
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(is_rotation() == false, Quat());
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#endif
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real_t trace = elements[0][0] + elements[1][1] + elements[2][2];
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real_t temp[4];
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@ -84,9 +84,11 @@ public:
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void rotate(const Quat &p_quat);
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Basis rotated(const Quat &p_quat) const;
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Vector3 get_rotation() const;
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Vector3 get_rotation_euler() const;
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void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
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void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
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Quat get_rotation_quat() const;
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Vector3 get_rotation() const { return get_rotation_euler(); };
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Vector3 rotref_posscale_decomposition(Basis &rotref) const;
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@ -139,15 +139,15 @@ bool Quat::is_normalized() const {
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Quat Quat::inverse() const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(is_normalized() == false, Quat(0, 0, 0, 0));
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ERR_FAIL_COND_V(is_normalized() == false, Quat());
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#endif
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return Quat(-x, -y, -z, w);
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}
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Quat Quat::slerp(const Quat &q, const real_t &t) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(is_normalized() == false, Quat(0, 0, 0, 0));
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ERR_FAIL_COND_V(q.is_normalized() == false, Quat(0, 0, 0, 0));
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ERR_FAIL_COND_V(is_normalized() == false, Quat());
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ERR_FAIL_COND_V(q.is_normalized() == false, Quat());
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#endif
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Quat to1;
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real_t omega, cosom, sinom, scale0, scale1;
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@ -192,7 +192,10 @@ Quat Quat::slerp(const Quat &q, const real_t &t) const {
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}
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Quat Quat::slerpni(const Quat &q, const real_t &t) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(is_normalized() == false, Quat());
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ERR_FAIL_COND_V(q.is_normalized() == false, Quat());
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#endif
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const Quat &from = *this;
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real_t dot = from.dot(q);
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@ -211,7 +214,10 @@ Quat Quat::slerpni(const Quat &q, const real_t &t) const {
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}
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Quat Quat::cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(is_normalized() == false, Quat());
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ERR_FAIL_COND_V(q.is_normalized() == false, Quat());
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#endif
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//the only way to do slerp :|
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real_t t2 = (1.0 - t) * t * 2;
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Quat sp = this->slerp(q, t);
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@ -84,7 +84,9 @@ public:
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}
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_FORCE_INLINE_ Vector3 xform(const Vector3 &v) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(is_normalized() == false, v);
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#endif
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Vector3 u(x, y, z);
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Vector3 uv = u.cross(v);
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return v + ((uv * w) + u.cross(uv)) * ((real_t)2);
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@ -120,11 +120,11 @@ Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c)
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/* not sure if very "efficient" but good enough? */
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Vector3 src_scale = basis.get_scale();
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Quat src_rot = basis.orthonormalized();
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Quat src_rot = basis.get_rotation_quat();
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Vector3 src_loc = origin;
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Vector3 dst_scale = p_transform.basis.get_scale();
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Quat dst_rot = p_transform.basis;
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Quat dst_rot = p_transform.basis.get_rotation_quat();
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Vector3 dst_loc = p_transform.origin;
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Transform dst; //this could be made faster by using a single function in Basis..
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@ -1785,8 +1785,7 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones
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}
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}
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Quat q = xform.basis;
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q.normalize();
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Quat q = xform.basis.get_rotation_quat();
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Vector3 s = xform.basis.get_scale();
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Vector3 l = xform.origin;
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@ -1838,8 +1837,7 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones
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xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
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Quat q = xform.basis;
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q.normalize();
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Quat q = xform.basis.get_rotation_quat();
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Vector3 s = xform.basis.get_scale();
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Vector3 l = xform.origin;
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@ -1989,8 +1989,7 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye
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int bone = node->joints[i].godot_bone_index;
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xform = skeleton->get_bone_rest(bone).affine_inverse() * xform;
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rot = xform.basis;
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rot.normalize();
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rot = xform.basis.get_rotation_quat();
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scale = xform.basis.get_scale();
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pos = xform.origin;
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}
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