Use matrix4::getRotationRadians

This commit is contained in:
Lars Mueller 2025-01-30 14:11:16 +01:00 committed by sfan5
parent b6c71b2379
commit d74af2f1a7
10 changed files with 34 additions and 28 deletions

View file

@ -619,7 +619,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
// Code is slow, needs to be fixed up
const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees() * core::DEGTORAD);
const core::quaternion RotationStart(PretransitingSave[n].getRotationRadians());
const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation() * core::DEGTORAD);
core::quaternion QRotation;

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@ -1526,8 +1526,6 @@ bool CXMeshFileLoader::parseDataObjectAnimationKey(SkinnedMesh::SJoint *joint)
os::Printer::log("Line", core::stringc(Line).c_str(), ELL_WARNING);
}
// core::vector3df rotation = mat.getRotationDegrees();
AnimatedMesh->addRotationKey(joint, time, core::quaternion(mat.getTransposed()));
AnimatedMesh->addPositionKey(joint, time, mat.getTranslation());

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@ -441,8 +441,8 @@ void ClientEnvironment::getSelectedActiveObjects(
GenericCAO* gcao = dynamic_cast<GenericCAO*>(obj);
if (gcao != nullptr && gcao->getProperties().rotate_selectionbox) {
gcao->getSceneNode()->updateAbsolutePosition();
const v3f deg = obj->getSceneNode()->getAbsoluteTransformation().getRotationDegrees();
collision = boxLineCollision(selection_box, deg,
const v3f rad = obj->getSceneNode()->getAbsoluteTransformation().getRotationRadians();
collision = boxLineCollision(selection_box, rad,
rel_pos, line_vector, &current_intersection, &current_normal, &current_raw_normal);
} else {
collision = boxLineCollision(selection_box, rel_pos, line_vector,

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@ -3239,9 +3239,10 @@ PointedThing Game::updatePointedThing(
hud->setSelectionPos(pos, camera_offset);
GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
hud->setSelectionRotationRadians(gcao->getSceneNode()
->getAbsoluteTransformation().getRotationRadians());
else
hud->setSelectionRotation(v3f());
hud->setSelectionRotationRadians(v3f());
}
hud->setSelectedFaceNormal(result.raw_intersection_normal);
} else if (result.type == POINTEDTHING_NODE) {
@ -3261,7 +3262,7 @@ PointedThing Game::updatePointedThing(
}
hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
camera_offset);
hud->setSelectionRotation(v3f());
hud->setSelectionRotationRadians(v3f());
hud->setSelectedFaceNormal(result.intersection_normal);
}

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@ -880,7 +880,7 @@ void Hud::drawSelectionMesh()
core::matrix4 translate;
translate.setTranslation(m_selection_pos_with_offset);
core::matrix4 rotation;
rotation.setRotationDegrees(m_selection_rotation);
rotation.setRotationRadians(m_selection_rotation_radians);
driver->setTransform(video::ETS_WORLD, translate * rotation);
if (m_mode == HIGHLIGHT_BOX) {

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@ -74,9 +74,15 @@ public:
v3f getSelectionPos() const { return m_selection_pos; }
void setSelectionRotation(v3f rotation) { m_selection_rotation = rotation; }
void setSelectionRotationRadians(v3f rotation)
{
m_selection_rotation_radians = rotation;
}
v3f getSelectionRotation() const { return m_selection_rotation; }
v3f getSelectionRotationRadians() const
{
return m_selection_rotation_radians;
}
void setSelectionMeshColor(const video::SColor &color)
{
@ -129,7 +135,7 @@ private:
std::vector<aabb3f> m_halo_boxes;
v3f m_selection_pos;
v3f m_selection_pos_with_offset;
v3f m_selection_rotation;
v3f m_selection_rotation_radians;
scene::IMesh *m_selection_mesh = nullptr;
video::SColor m_selection_mesh_color;

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@ -124,13 +124,13 @@ bool boxLineCollision(const aabb3f &box, const v3f start,
return false;
}
bool boxLineCollision(const aabb3f &box, const v3f rotation,
const v3f start, const v3f dir,
bool boxLineCollision(const aabb3f &box, v3f rotation_radians,
v3f start, v3f dir,
v3f *collision_point, v3f *collision_normal, v3f *raw_collision_normal)
{
// Inversely transform the ray rather than rotating the box faces;
// this allows us to continue using a simple ray - AABB intersection
core::quaternion rot(rotation * core::DEGTORAD);
core::quaternion rot(rotation_radians);
rot.makeInverse();
bool collision = boxLineCollision(box, rot * start, rot * dir, collision_point, collision_normal);

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@ -30,7 +30,7 @@ public:
v3f res;
// First rotate by m_rotation, then rotate by the automatic rotate yaw
(core::quaternion(v3f(0, -m_rotation_add_yaw * core::DEGTORAD, 0))
* core::quaternion(rot.getRotationDegrees() * core::DEGTORAD))
* core::quaternion(rot.getRotationRadians()))
.toEuler(res);
return res * core::RADTODEG;
}

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@ -84,20 +84,20 @@ SECTION("getScale") {
}
}
SECTION("getRotationDegrees") {
auto test_rotation_degrees = [](v3f deg, v3f scale) {
SECTION("getRotationRadians") {
auto test_rotation_degrees = [](v3f rad, v3f scale) {
matrix4 S;
S.setScale(scale);
matrix4 R;
R.setRotationDegrees(deg);
v3f rot = (R * S).getRotationDegrees();
R.setRotationRadians(rad);
v3f rot = (R * S).getRotationRadians();
matrix4 B;
B.setRotationDegrees(rot);
B.setRotationRadians(rot);
CHECK(matrix_equals(R, B));
};
SECTION("returns a rotation equivalent to the original rotation") {
test_rotation_degrees({100, 200, 300}, v3f(1));
Catch::Generators::RandomFloatingGenerator<f32> gen_angle(0, 360, Catch::getSeed());
test_rotation_degrees({1.0f, 2.0f, 3.0f}, v3f(1));
Catch::Generators::RandomFloatingGenerator<f32> gen_angle(0.0f, 2 * core::PI, Catch::getSeed());
Catch::Generators::RandomFloatingGenerator<f32> gen_scale(0.1f, 10, Catch::getSeed());
auto draw = [](auto gen) {
f32 f = gen.get();
@ -109,11 +109,12 @@ SECTION("getRotationDegrees") {
};
for (int i = 0; i < 1000; ++i)
test_rotation_degrees(draw_v3f(gen_angle), draw_v3f(gen_scale));
for (f32 i = 0; i < 360; i += 90)
for (f32 j = 0; j < 360; j += 90)
for (f32 k = 0; k < 360; k += 90) {
for (f32 i = 0; i < 4; ++i)
for (f32 j = 0; j < 4; ++j)
for (f32 k = 0; k < 4; ++k) {
v3f rad = core::PI / 4.0f * v3f(i, j, k);
for (int l = 0; l < 100; ++l) {
test_rotation_degrees({i, j, k}, draw_v3f(gen_scale));
test_rotation_degrees(rad, draw_v3f(gen_scale));
}
}
}

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@ -100,7 +100,7 @@ SECTION("matrix-euler roundtrip") {
test_euler_angles_rad([](v3f rad) {
matrix4 mat, mat2;
mat.setRotationRadians(rad);
v3f rad2 = mat.getRotationDegrees() * core::DEGTORAD;
v3f rad2 = mat.getRotationRadians();
mat2.setRotationRadians(rad2);
CHECK(matrix_equals(mat, mat2));
});