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blender-archive/source/gameengine/Ketsji/KX_IPO_SGController.cpp
Benoit Bolsee 005c5e6371 BGE bug #17657 fixed: dRotY doesn't work properly after 90 degrees rotation.
This problem is caused by discontinuities in the conversion
orientation matrix -> euler angles: the angle sign can
switch and thus the direction of the rotation produced
by the dRot Ipo.

To avoid this bug, the matrix->euler conversion must be 
avoided during the game. I took the following approach that 
is compatible with Blender (identical effect in the game and
in the 3D view):

- no change in Add mode: Rot and dRot are treated as additional
rotation to the orientation at the start of the Ipo. There is 
no matrix->euler conversion and thus no discontinuities. 

- Rot Ipo are treated as absolute rotation. All 3 axis should
be specified but if they are not, the startup object orientation
will be used to set the unspecified axis. By doing a matrix->
euler conversion once at the start, the discontinuities are
avoided. If there are also dRot curves, they are treated as
delta of the corresponding Rot curve or startup angle.

- dRot Ipo are treated as Add mode in Local axis.

Note about Add mode: Rot and dRot curves are treated identically
during the game. However, only dRot curves make sense because
they don't interfere with the object orientation in the 3D view.
2008-09-23 20:07:15 +00:00

12 KiB