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Someone noted that the `rotate_around` method did not give the results they expected: [discord thread](https://discord.com/channels/691052431525675048/996497295325544479) I tested `rotate_around` and their workaround and it seems like it was indeed incorrect. Here is a scene with some cubes at different angles all being rotated around the center on the Y axis. https://user-images.githubusercontent.com/29694403/178598432-407d7e80-1caf-4b17-b69b-66d9156c81e1.mp4 Interestingly, the middle cube rotates as you might expect. This threw me for a bit of a loop before I added the other cubes to the test haha. Here is the same scene with the order multiplication of the quaternions flipped in `rotate_around`. https://user-images.githubusercontent.com/29694403/178598446-a98026f3-524c-448b-8437-4d0d3175c6ca.mp4 That looks better :) ## Changelog * Fixed `rotate_around` rotating the wrong way around * Added `translate_around`. - Split out the translation code from `rotate_around`. * Simplified/optimized `rotate_local_*` methods. - Yep, That works somehow. <sup>Quaternions sure are wacky. Do not ask me how this works exactly, haha.</sup> Co-authored-by: devil-ira <justthecooldude@gmail.com> |
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Bevy Transform
This crate is largely a 1:1 port from legion_transform (ecs: legion, math: nalgebra) to bevy (ecs: bevy_ecs, math: glam)