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Path3D Up Vector miscalculation #81879
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The repro project let me bisect this to 42aa539, part of #72842. The changes to curve.cpp look relevant. @TokageItLab, can you have a look? |
Looking at these changes I think this line: godot/scene/resources/curve.cpp Line 1686 in e3e2528
should have also been changed to accomodate the changed direction, specifically to something like: rotate.rotate_to_align(-frame_prev.get_column(2), forward); as (Haven't tested it at all, just looked at the changed code.) |
This fixes the repro case, I can try to figure out a regression test and make a PR? |
The code was modified in 42aa539 to have a different basis vector, but this line was missed and caused up vectors to invert sometimes. Fixes godotengine#81879 (cherry picked from commit 734b9d2)
The code was modified in 42aa539 to have a different basis vector, but this line was missed and caused up vectors to invert sometimes. Fixes godotengine#81879
Godot version
v4.2.dev4.mono.official [549fcce]
System information
Godot v4.2.dev4.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3619) - Intel(R) Core(TM) i9-10900KF CPU @ 3.70GHz (20 Threads)
Issue description
Since somewhere around 4.1, when a point on a Path3D is moved on the Y-axis, it flips itself and all points after it upside-down:
Moving one of the points that come before it on the X-axis seems to fix the problem?
Though even this seems to have a few errors here and there: (from the repro project)
Expected no flipping, as it worked in previous versions such as v4.0.3.stable.mono.official [5222a99] here:
Steps to reproduce
Minimal reproduction project
PathBug.zip
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