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Fix CMatrix<T>::getScale returning negative scale (#15687)
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3 changed files with 29 additions and 58 deletions
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@ -782,7 +782,7 @@ inline CMatrix4<T> &CMatrix4<T>::setScale(const vector3d<T> &scale)
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return *this;
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return *this;
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}
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}
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//! Returns the absolute values of the scales of the matrix.
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//! Returns the absolute values of the scales of the 3x3 submatrix.
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/**
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/**
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Note: You only get back original values if the matrix only set the scale.
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Note: You only get back original values if the matrix only set the scale.
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Otherwise the result is a scale you can use to normalize the matrix axes,
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Otherwise the result is a scale you can use to normalize the matrix axes,
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@ -791,19 +791,15 @@ but it's usually no longer what you did set with setScale.
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template <class T>
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template <class T>
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inline vector3d<T> CMatrix4<T>::getScale() const
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inline vector3d<T> CMatrix4<T>::getScale() const
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{
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{
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// See http://www.robertblum.com/articles/2005/02/14/decomposing-matrices
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auto row_vector_length = [this](int col) {
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int i = 4 * col;
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// Deal with the 0 rotation case first
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return sqrtf(M[i] * M[i] + M[i+1] * M[i+1] + M[i+2] * M[i+2]);
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// Prior to Irrlicht 1.6, we always returned this value.
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};
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if (core::iszero(M[1]) && core::iszero(M[2]) &&
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return {
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core::iszero(M[4]) && core::iszero(M[6]) &&
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row_vector_length(0),
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core::iszero(M[8]) && core::iszero(M[9]))
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row_vector_length(1),
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return vector3d<T>(M[0], M[5], M[10]);
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row_vector_length(2),
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};
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// We have to do the full calculation.
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return vector3d<T>(sqrtf(M[0] * M[0] + M[1] * M[1] + M[2] * M[2]),
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sqrtf(M[4] * M[4] + M[5] * M[5] + M[6] * M[6]),
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sqrtf(M[8] * M[8] + M[9] * M[9] + M[10] * M[10]));
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}
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}
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template <class T>
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template <class T>
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@ -891,7 +887,7 @@ inline core::vector3d<T> CMatrix4<T>::getRotationDegrees(const vector3d<T> &scal
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//! Returns a rotation that is equivalent to that set by setRotationDegrees().
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//! Returns a rotation that is equivalent to that set by setRotationDegrees().
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template <class T>
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template <class T>
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inline core::vector3d<T> CMatrix4<T>::getRotationDegrees() const
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inline vector3d<T> CMatrix4<T>::getRotationDegrees() const
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{
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{
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// Note: Using getScale() here make it look like it could do matrix decomposition.
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// Note: Using getScale() here make it look like it could do matrix decomposition.
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// It can't! It works (or should work) as long as rotation doesn't flip the handedness
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// It can't! It works (or should work) as long as rotation doesn't flip the handedness
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@ -899,21 +895,7 @@ inline core::vector3d<T> CMatrix4<T>::getRotationDegrees() const
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// crossproduct of first 2 axes to direction of third axis, but TODO)
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// crossproduct of first 2 axes to direction of third axis, but TODO)
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// And maybe it should also offer the solution for the simple calculation
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// And maybe it should also offer the solution for the simple calculation
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// without regarding scaling as Irrlicht did before 1.7
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// without regarding scaling as Irrlicht did before 1.7
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core::vector3d<T> scale(getScale());
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vector3d<T> scale(getScale());
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// We assume the matrix uses rotations instead of negative scaling 2 axes.
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// Otherwise it fails even for some simple cases, like rotating around
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// 2 axes by 180° which getScale thinks is a negative scaling.
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if (scale.Y < 0 && scale.Z < 0) {
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scale.Y = -scale.Y;
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scale.Z = -scale.Z;
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} else if (scale.X < 0 && scale.Z < 0) {
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scale.X = -scale.X;
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scale.Z = -scale.Z;
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} else if (scale.X < 0 && scale.Y < 0) {
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scale.X = -scale.X;
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scale.Y = -scale.Y;
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}
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return getRotationDegrees(scale);
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return getRotationDegrees(scale);
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}
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}
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@ -1459,34 +1459,6 @@ void GenericCAO::updateBones(f32 dtime)
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bone->setScale(props.getScale(bone->getScale()));
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bone->setScale(props.getScale(bone->getScale()));
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}
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}
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// search through bones to find mistakenly rotated bones due to bug in Irrlicht
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for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
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scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
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if (!bone)
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continue;
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//If bone is manually positioned there is no need to perform the bug check
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bool skip = false;
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for (auto &it : m_bone_override) {
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if (it.first == bone->getName()) {
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skip = true;
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break;
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}
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}
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if (skip)
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continue;
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// Workaround for Irrlicht bug
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// We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
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// when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
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// and update the bones transformation.
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v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
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float offset = fabsf(bone_rot.X - bone->getRotation().X);
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if (offset > 179.9f && offset < 180.1f) {
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bone->setRotation(bone_rot);
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bone->updateAbsolutePosition();
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}
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}
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// The following is needed for set_bone_pos to propagate to
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// The following is needed for set_bone_pos to propagate to
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// attached objects correctly.
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// attached objects correctly.
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// Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
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// Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
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@ -66,4 +66,21 @@ SECTION("setRotationRadians") {
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}
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}
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}
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}
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SECTION("getScale") {
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SECTION("correctly gets the length of each row of the 3x3 submatrix") {
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matrix4 A(
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1, 2, 3, 0,
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4, 5, 6, 0,
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7, 8, 9, 0,
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0, 0, 0, 1
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);
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v3f scale = A.getScale();
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CHECK(scale.equals(v3f(
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v3f(1, 2, 3).getLength(),
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v3f(4, 5, 6).getLength(),
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v3f(7, 8, 9).getLength()
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)));
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}
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}
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}
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}
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