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authorAlexander Gavrilov <angavrilov@gmail.com>2020-11-21 21:45:14 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2021-10-20 12:58:19 +0300
commit16eafdadf6040fb84bacf657ac0bf16a78e1057e (patch)
treef4f89df1993cc18a60775f2a1a21bc6fd67878ea /source/blender/editors/include
parentdf445cc571bd1cf7fab4c5c8474f5e185a757fe2 (diff)
Fix precision issues and a bug in vec_roll_to_mat3_normalized.
When the input vector gets close to -Y, y and theta becomes totally unreliable. It is thus necessary to compute the result in a different way based on x and z. The code already had a special case, but: - The threshold for using the special case was way too low. - The special case was not precise enough to extend the threshold. - The special case math had a sign error, resulting in a jump. This adds tests for the computation precision and fixes the issues by adjusting the threshold, and replacing the special case with one based on a quadratic Taylor expansion of sqrt instead of linear. Replacing the special case fixes the bug and results in a compatibility break, requiring versioning for the roll of affected bones. Differential Revision: https://developer.blender.org/D9551
Diffstat (limited to 'source/blender/editors/include')
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