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Avoid converting Quat to Euler angles when not necessary.
Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis. Added various missing functions and constructors. Should close #17968.
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@ -254,7 +254,7 @@ void Basis::set_scale(const Vector3 &p_scale) {
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set_axis(2, get_axis(2).normalized() * p_scale.z);
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}
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Vector3 Basis::get_scale() const {
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Vector3 Basis::get_scale_abs() const {
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return Vector3(
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Vector3(elements[0][0], elements[1][0], elements[2][0]).length(),
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@ -262,7 +262,13 @@ Vector3 Basis::get_scale() const {
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Vector3(elements[0][2], elements[1][2], elements[2][2]).length());
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}
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Vector3 Basis::get_signed_scale() const {
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Vector3 Basis::get_scale_local() const {
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real_t det_sign = determinant() > 0 ? 1 : -1;
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return det_sign * Vector3(elements[0].length(), elements[1].length(), elements[2].length());
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}
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// get_scale works with get_rotation, use get_scale_abs if you need to enforce positive signature.
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Vector3 Basis::get_scale() const {
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// FIXME: We are assuming M = R.S (R is rotation and S is scaling), and use polar decomposition to extract R and S.
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// A polar decomposition is M = O.P, where O is an orthogonal matrix (meaning rotation and reflection) and
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// P is a positive semi-definite matrix (meaning it contains absolute values of scaling along its diagonal).
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@ -342,6 +348,14 @@ void Basis::rotate(const Vector3 &p_euler) {
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*this = rotated(p_euler);
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}
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Basis Basis::rotated(const Quat &p_quat) const {
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return Basis(p_quat) * (*this);
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}
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void Basis::rotate(const Quat &p_quat) {
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*this = rotated(p_quat);
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}
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// TODO: rename this to get_rotation_euler
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Vector3 Basis::get_rotation() const {
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// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
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@ -371,6 +385,22 @@ void Basis::get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const {
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m.get_axis_angle(p_axis, p_angle);
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}
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void Basis::get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const {
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// Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
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// and returns the Euler angles corresponding to the rotation part, complementing get_scale().
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// See the comment in get_scale() for further information.
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Basis m = transposed();
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m.orthonormalize();
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real_t det = m.determinant();
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if (det < 0) {
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// Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles.
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m.scale(Vector3(-1, -1, -1));
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}
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m.get_axis_angle(p_axis, p_angle);
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p_angle = -p_angle;
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}
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// get_euler_xyz returns a vector containing the Euler angles in the format
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// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last
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// (following the convention they are commonly defined in the literature).
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@ -767,3 +797,32 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
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elements[2][1] = p_axis.y * p_axis.z * (1.0 - cosine) + p_axis.x * sine;
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elements[2][2] = axis_sq.z + cosine * (1.0 - axis_sq.z);
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}
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void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) {
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set_diagonal(p_scale);
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rotate(p_axis, p_phi);
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}
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void Basis::set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale) {
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set_diagonal(p_scale);
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rotate(p_euler);
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}
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void Basis::set_quat_scale(const Quat &p_quat, const Vector3 &p_scale) {
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set_diagonal(p_scale);
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rotate(p_quat);
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}
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void Basis::set_diagonal(const Vector3 p_diag) {
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elements[0][0] = p_diag.x;
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elements[0][1] = 0;
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elements[0][2] = 0;
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elements[1][0] = 0;
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elements[1][1] = p_diag.y;
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elements[1][2] = 0;
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elements[2][0] = 0;
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elements[2][1] = 0;
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elements[2][2] = p_diag.z;
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}
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@ -81,8 +81,12 @@ public:
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void rotate(const Vector3 &p_euler);
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Basis rotated(const Vector3 &p_euler) const;
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void rotate(const Quat &p_quat);
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Basis rotated(const Quat &p_quat) const;
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Vector3 get_rotation() const;
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void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
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void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
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Vector3 rotref_posscale_decomposition(Basis &rotref) const;
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@ -108,7 +112,12 @@ public:
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void set_scale(const Vector3 &p_scale);
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Vector3 get_scale() const;
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Vector3 get_signed_scale() const;
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Vector3 get_scale_abs() const;
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Vector3 get_scale_local() const;
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void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale);
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void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale);
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void set_quat_scale(const Quat &p_quat, const Vector3 &p_scale);
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// transposed dot products
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_FORCE_INLINE_ real_t tdotx(const Vector3 &v) const {
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@ -140,6 +149,8 @@ public:
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int get_orthogonal_index() const;
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void set_orthogonal_index(int p_index);
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void set_diagonal(const Vector3 p_diag);
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bool is_orthogonal() const;
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bool is_diagonal() const;
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bool is_rotation() const;
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@ -219,6 +230,8 @@ public:
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Basis(const Quat &p_quat) { set_quat(p_quat); };
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Basis(const Vector3 &p_euler) { set_euler(p_euler); }
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Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); }
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Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); }
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Basis(const Quat &p_quat, const Vector3 &p_scale) { set_quat_scale(p_quat, p_scale); }
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_FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
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elements[0] = row0;
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@ -119,11 +119,11 @@ Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c)
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/* not sure if very "efficient" but good enough? */
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Vector3 src_scale = basis.get_signed_scale();
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Vector3 src_scale = basis.get_scale();
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Quat src_rot = basis.orthonormalized();
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Vector3 src_loc = origin;
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Vector3 dst_scale = p_transform.basis.get_signed_scale();
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Vector3 dst_scale = p_transform.basis.get_scale();
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Quat dst_rot = p_transform.basis;
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Vector3 dst_loc = p_transform.origin;
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@ -49,7 +49,7 @@
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CollisionObjectBullet::ShapeWrapper::~ShapeWrapper() {}
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void CollisionObjectBullet::ShapeWrapper::set_transform(const Transform &p_transform) {
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G_TO_B(p_transform.get_basis().get_scale(), scale);
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G_TO_B(p_transform.get_basis().get_scale_abs(), scale);
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G_TO_B(p_transform, transform);
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UNSCALE_BT_BASIS(transform);
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}
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@ -158,7 +158,7 @@ int CollisionObjectBullet::get_godot_object_flags() const {
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void CollisionObjectBullet::set_transform(const Transform &p_global_transform) {
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set_body_scale(p_global_transform.basis.get_scale());
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set_body_scale(p_global_transform.basis.get_scale_abs());
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btTransform bt_transform;
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G_TO_B(p_global_transform, bt_transform);
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@ -122,7 +122,7 @@ int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Tra
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ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
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btCollisionShape *btShape = shape->create_bt_shape(p_xform.basis.get_scale(), p_margin);
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btCollisionShape *btShape = shape->create_bt_shape(p_xform.basis.get_scale_abs(), p_margin);
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if (!btShape->isConvex()) {
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bulletdelete(btShape);
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ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
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@ -202,7 +202,7 @@ bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &
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ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
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btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale(), p_margin);
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btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale_abs(), p_margin);
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if (!btShape->isConvex()) {
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bulletdelete(btShape);
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ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
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@ -234,7 +234,7 @@ bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_sh
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ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
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btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale(), p_margin);
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btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale_abs(), p_margin);
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if (!btShape->isConvex()) {
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bulletdelete(btShape);
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ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
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@ -85,9 +85,7 @@ void Spatial::_notify_dirty() {
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}
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void Spatial::_update_local_transform() const {
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data.local_transform.basis = Basis();
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data.local_transform.basis.scale(data.scale);
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data.local_transform.basis.rotate(data.rotation);
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data.local_transform.basis.set_euler_scale(data.rotation, data.scale);
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data.dirty &= ~DIRTY_LOCAL;
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}
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@ -590,9 +590,7 @@ void AnimationPlayer::_animation_update_transforms() {
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Transform t;
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t.origin = nc->loc_accum;
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t.basis.scale(nc->scale_accum);
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t.basis.rotate(nc->rot_accum.get_euler());
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t.basis.set_quat_scale(nc->rot_accum, nc->scale_accum);
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if (nc->skeleton && nc->bone_idx >= 0) {
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nc->skeleton->set_bone_pose(nc->bone_idx, t);
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@ -900,8 +900,7 @@ void AnimationTreePlayer::_process_animation(float p_delta) {
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t.scale.x += 1.0;
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t.scale.y += 1.0;
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t.scale.z += 1.0;
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xform.basis.scale(t.scale);
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xform.basis.rotate(t.rot.get_euler());
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xform.basis.set_quat_scale(t.rot, t.scale);
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if (t.bone_idx >= 0) {
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if (t.skeleton)
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