Merge pull request #1759 from mesilliac/fix_matrix_rotation_decompose
Fix Matrix4x4t Decompose to rotation vector.pull/1756/head^2
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7de5e723d8
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@ -424,12 +424,18 @@ inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector
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{
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ASSIMP_MATRIX4_4_DECOMPOSE_PART;
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/*
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| CE -CF D 0 |
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M = | BDE+AF -BDF+AE -BC 0 |
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| -ADE+BF -ADF+BE AC 0 |
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| 0 0 0 1 |
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/*
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assuming a right-handed coordinate system
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and post-multiplication of column vectors,
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the rotation matrix for an euler XYZ rotation is M = Rz * Ry * Rx.
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combining gives:
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| CE BDE-AF ADE+BF 0 |
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M = | CF BDF+AE ADF-BE 0 |
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| -D CB AC 0 |
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| 0 0 0 1 |
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where
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A = cos(angle_x), B = sin(angle_x);
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C = cos(angle_y), D = sin(angle_y);
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E = cos(angle_z), F = sin(angle_z);
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@ -438,20 +444,20 @@ inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector
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// Use a small epsilon to solve floating-point inaccuracies
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const TReal epsilon = 10e-3f;
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pRotation.y = std::asin(vCols[2].x);// D. Angle around oY.
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pRotation.y = std::asin(-vCols[0].z);// D. Angle around oY.
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TReal C = std::cos(pRotation.y);
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if(std::fabs(C) > epsilon)
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{
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// Finding angle around oX.
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TReal tan_x = vCols[2].z / C;// A
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TReal tan_y = -vCols[2].y / C;// B
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TReal tan_x = vCols[2].z / C;// A
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TReal tan_y = vCols[1].z / C;// B
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pRotation.x = std::atan2(tan_y, tan_x);
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// Finding angle around oZ.
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tan_x = vCols[0].x / C;// E
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tan_y = -vCols[1].x / C;// F
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tan_x = vCols[0].x / C;// E
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tan_y = vCols[0].y / C;// F
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pRotation.z = std::atan2(tan_y, tan_x);
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}
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else
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@ -459,8 +465,8 @@ inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector
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pRotation.x = 0;// Set angle around oX to 0. => A == 1, B == 0, C == 0, D == 1.
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// And finding angle around oZ.
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TReal tan_x = vCols[1].y;// -BDF+AE => E
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TReal tan_y = vCols[0].y;// BDE+AF => F
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TReal tan_x = vCols[1].y;// BDF+AE => E
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TReal tan_y = -vCols[1].x;// BDE-AF => F
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pRotation.z = std::atan2(tan_y, tan_x);
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}
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