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authorFerenc Arn <tagcup@yahoo.com>2017-01-05 11:31:39 -0600
committerFerenc Arn <tagcup@yahoo.com>2017-01-08 10:36:14 -0600
commit6b1252cdfa5988b77917518bc291a0cc34e5066e (patch)
tree05e0b10a1b80fcb97bbcaec8c6aca276a2502f49 /tools/editor/quick_open.cpp
parent76c2e8583e70e8c976a306e77a40e8e7226aa249 (diff)
Fix the order in which additional transformations are applied in Matrix3 and Transform.
This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too. Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion. Also replaced the few instances of float with real_t in Matrix3 and Transform. Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition. Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
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