Fix: avoid creating improper rotation matrix
This might change the rotation of some instances after a Curve to Points. Unfortunately, there is not much we can do about that, the math before was just wrong. The forward and up axis stayed the same though. Differential Revision: https://developer.blender.org/D12006
This commit is contained in:
@@ -51,8 +51,14 @@ struct float4x4 {
|
||||
{
|
||||
BLI_ASSERT_UNIT_V3(forward);
|
||||
BLI_ASSERT_UNIT_V3(up);
|
||||
|
||||
/* Negate the cross product so that the resulting matrix has determinant 1 (instead of -1).
|
||||
* Without the negation, the result would be a so called improper rotation. That means it
|
||||
* contains a reflection. Such an improper rotation matrix could not be converted to another
|
||||
* representation of a rotation such as euler angles. */
|
||||
const float3 cross = -float3::cross(forward, up);
|
||||
|
||||
float4x4 matrix;
|
||||
const float3 cross = float3::cross(forward, up);
|
||||
matrix.values[0][0] = forward.x;
|
||||
matrix.values[1][0] = cross.x;
|
||||
matrix.values[2][0] = up.x;
|
||||
|
Reference in New Issue
Block a user