Radiant:
misc... * restrict unwanted angle(s) keys commits on moving generic, eclassmodel, miscmodel entities * reverted angle(s), origin, scale entity keys save format from %f to %g * fix uniform rotation operations for generic entities with angles key * use more precise meth for rotating point entities with only angle rotated * snap tiny inaccuracies in angle(s) and origin point entities keys * workaround: don't discard empty group ents, having origin key * entity class convertion: prevent converting worldspawn; prevent converting point entity to empty group
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@@ -70,8 +70,6 @@ inline void write_angles( const Vector3& angles, Entity* entity ){
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}
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else
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{
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char value[64];
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if ( angles[0] == 0 && angles[1] == 0 ) {
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float yaw = angles[2];
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entity->setKeyValue( "angles", "" );
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@@ -79,20 +77,55 @@ inline void write_angles( const Vector3& angles, Entity* entity ){
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}
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else
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{
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sprintf( value, "%f %f %f", angles[1], angles[2], angles[0] );
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char value[64];
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sprintf( value, "%g %g %g", angles[1], angles[2], angles[0] );
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entity->setKeyValue( "angle", "" );
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entity->setKeyValue( "angles", value );
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}
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}
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}
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inline Matrix4 matrix4_rotation_for_euler_xyz_degrees_quantised( const Vector3& angles ){
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if( angles[0] == 0.f && angles[1] == 0.f ){
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return matrix4_rotation_for_z_degrees( angles[2] );
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}
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else if( angles[0] == 0.f && angles[2] == 0.f ){
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return matrix4_rotation_for_y_degrees( angles[1] );
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}
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else if( angles[1] == 0.f && angles[2] == 0.f ){
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return matrix4_rotation_for_x_degrees( angles[0] );
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}
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return matrix4_rotation_for_euler_xyz_degrees( angles );
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}
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inline Vector3 angles_snapped_to_zero( const Vector3& angles ){
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float epsilon = ( fabs( angles[0] ) > 0.001f || fabs( angles[1] ) > 0.001f || fabs( angles[2] ) > 0.001f ) ? 5e-5 : 1e-6;
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return Vector3( fabs( angles[0] ) < epsilon ? 0.f : angles[0],
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fabs( angles[1] ) < epsilon ? 0.f : angles[1],
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fabs( angles[2] ) < epsilon ? 0.f : angles[2]
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);
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}
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inline Vector3 angles_rotated( const Vector3& angles, const Quaternion& rotation ){
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return matrix4_get_rotation_euler_xyz_degrees(
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matrix4_multiplied_by_matrix4(
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matrix4_rotation_for_euler_xyz_degrees( angles ),
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matrix4_rotation_for_quaternion_quantised( rotation )
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)
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);
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return angles_snapped_to_zero(
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matrix4_get_rotation_euler_xyz_degrees(
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matrix4_multiplied_by_matrix4(
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matrix4_rotation_for_quaternion_quantised( rotation ),
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matrix4_rotation_for_euler_xyz_degrees_quantised( angles )
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)
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)
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);
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}
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inline Vector3 angles_rotated_for_rotated_pivot( const Vector3& angles, const Quaternion& rotation ){
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return angles_snapped_to_zero(
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matrix4_get_rotation_euler_xyz_degrees(
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matrix4_multiplied_by_matrix4(
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matrix4_rotation_for_euler_xyz_degrees_quantised( angles ),
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matrix4_rotation_for_quaternion_quantised( rotation )
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)
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)
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);
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}
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class AnglesKey
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