Bugfix: quaternion angle calculation in python used the acos function.
This gives nan if the input is e.g. 1.00000001 due to rounding errors, better is to use saacos (safe acos) that checks for the range first.
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@@ -1,5 +1,5 @@
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/*
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* $Id: Mathutils.c 11502 2007-08-06 14:27:08Z khughes $
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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@@ -500,10 +500,7 @@ PyObject *M_Mathutils_AngleBetweenVecs(PyObject * self, PyObject * args)
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}
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dot /= (sqrt(test_v1) * sqrt(test_v2));
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if (dot < -1.0f || dot > 1.0f) {
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CLAMP(dot,-1.0f,1.0f);
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}
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angleRads = (double)acos(dot);
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angleRads = (double)saacos(dot);
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return PyFloat_FromDouble(angleRads * (180/ Py_PI));
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@@ -1,5 +1,5 @@
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/*
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* $Id: quat.c 12314 2007-10-20 20:24:09Z campbellbarton $
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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@@ -184,13 +184,13 @@ static PyObject *Quaternion_getattr(QuaternionObject * self, char *name)
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}
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if(STREQ(name, "angle")) {
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mag = self->quat[0];
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mag = 2 * (acos(mag));
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mag = 2 * (saacos(mag));
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mag *= (180 / Py_PI);
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return PyFloat_FromDouble(mag);
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}
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if(STREQ(name, "axis")) {
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mag = self->quat[0] * (Py_PI / 180);
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mag = 2 * (acos(mag));
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mag = 2 * (saacos(mag));
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mag = sin(mag / 2);
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for(x = 0; x < 3; x++) {
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vec[x] = (float)(self->quat[x + 1] / mag);
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