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The default orbit camera maintains an up-axis and subsequently gets "stuck" at the extreme rotations where the definition of up would become inverted.
While the behavior of maintaining up can be he…
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I'm not sure if this is an issue with Spoke, or an issue with how Media Frame elements interpret rotations, but it appears that applying a z-axis rotation in Spoke to Media Frame elements actually app…
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Improve the estimation of the direction of movement.
To obtain the direction of movement, we need the orientation of the phone that can come from:
- The phone rotation vector
- Game rotation vect…
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Version: 0.9.4_415_beta
Issue: Object rotation in PrusaControl is backwards (it doesn't follow the right-hand rule). In order to do a 90° rotation about the x-axis a value of "-90" needs to be ente…
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**Godot version:**
Godot 3.2.3
**OS/device including version:**
Windows 10 64 bits
**Issue description:**
I started experimenting with `VehicleBody` and `VehicleWheel`, and quickly noticed th…
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As Unity and Blender use different coordinate systems the axis are always misaligned and the rotations never work correctly.
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This might be an issue with the shader itself. As you can see below, lighting and shadows from a directional light are not properly received by the material at certain angles.
We are trying to a do…
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### Describe the bug
when your object is at a certain angle, Transform.Rotation.Forward outputs numbers like 5.9604645E-08
### To Reproduce
put code Log.Info(Transform.Rotation.Forward.x); in a ob…
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# C++ Design Study: Function Interfaces | hacking C++
A C++ function interface (re-)design example: encoding and using rotations that are represented by an angle and an axis.
[https://hackingcpp.com…
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Hi,
Checking the way hinge constraints are made in bullet, the axisA is in local coordinates to bodyA and axisB in local coordinates to bodyB. The way it is implemented in Physijs: we pass only one a…