Another iteration on euler angles and instances synchronization
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9a69305367
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2 changed files with 28 additions and 7 deletions
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@ -1182,19 +1182,27 @@ Transform3d assemble_transform(const Vec3d& translation, const Vec3d& rotation,
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Vec3d extract_euler_angles(const Eigen::Matrix<double, 3, 3, Eigen::DontAlign>& rotation_matrix)
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{
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#if ENABLE_NEW_EULER_ANGLES
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// see: http://www.gregslabaugh.net/publications/euler.pdf
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// reference: http://www.gregslabaugh.net/publications/euler.pdf
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auto is_approx = [](double value, double test_value) -> bool { return std::abs(value - test_value) < EPSILON; };
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Vec3d angles1 = Vec3d::Zero();
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Vec3d angles2 = Vec3d::Zero();
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if (is_approx(std::abs(rotation_matrix(2, 0)), 1.0))
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{
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// the handling of singular cases deviates from the cited paper
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// the following code works better when rotating an object with the gizmo after having
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// changed its orientation using the place on bed gizmo
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angles1(0) = 0.0;
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angles1(1) = 0.5 * (double)PI;
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angles1(2) = angles1(0) + ::atan2(rotation_matrix(0, 1), rotation_matrix(0, 2));
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if (rotation_matrix(2, 0) > 0.0) // == +1.0
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{
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angles1(1) = 0.5 * (double)PI;
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angles1(2) = angles1(0) + ::atan2(rotation_matrix(0, 1), rotation_matrix(0, 2));
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}
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else // == -1.0
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{
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angles1(1) = 0.5 * (double)PI;
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angles1(2) = -angles1(0) - ::atan2(rotation_matrix(0, 1), rotation_matrix(0, 2));
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}
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angles2 = angles1;
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}
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else
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@ -2726,7 +2726,20 @@ void GLCanvas3D::Selection::_synchronize_unselected_instances(bool including_z)
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if ((v->object_idx() != object_idx) || (v->instance_idx() == instance_idx))
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continue;
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v->set_instance_rotation(Vec3d(rotation(0), rotation(1), including_z ? rotation(2) : m_cache.volumes_data[j].get_instance_rotation()(2) + rotation(2)));
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auto is_approx = [](double value, double test_value) -> bool { return std::abs(value - test_value) < EPSILON; };
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double z;
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if (including_z)
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// rotation comes from place on face -> force given z
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z = rotation(2);
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else if (is_approx(rotation(0), m_cache.volumes_data[j].get_instance_rotation()(0)) && is_approx(rotation(1), m_cache.volumes_data[j].get_instance_rotation()(1)))
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// z only rotation -> keep instance z
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z = v->get_instance_rotation()(2);
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else
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// generic rotation -> update instance z
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z = m_cache.volumes_data[j].get_instance_rotation()(2) + rotation(2);
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v->set_instance_rotation(Vec3d(rotation(0), rotation(1), z));
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v->set_instance_scaling_factor(scaling_factor);
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v->set_instance_mirror(mirror);
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