Use true pitch/yaw/roll rotations without loss of precision by pgimeno (#8019)
authorPaul Ouellette <oue.paul18@gmail.com>
Thu, 7 Feb 2019 21:26:06 +0000 (16:26 -0500)
committerParamat <paramat@users.noreply.github.com>
Thu, 7 Feb 2019 21:26:06 +0000 (21:26 +0000)
Store the rotation in the node as a 4x4 transformation matrix internally (through IDummyTransformationSceneNode), which allows more manipulations without losing precision or having gimbal lock issues.

Network rotation is still transmitted as Eulers, though, not as matrix. But it will stay this way in 5.0.

doc/lua_api.txt
src/client/content_cao.cpp
src/client/content_cao.h
src/irrlichttypes_extrabloated.h
src/network/networkprotocol.h
src/unittest/test_utilities.cpp
src/util/numeric.cpp
src/util/numeric.h

index d2ab9de292dada4ec280e58d48d187be17aca8fd..26d8a3d91d44213f98020ceb5f8a598c4b27df9d 100644 (file)
@@ -5074,9 +5074,10 @@ This is basically a reference to a C++ `ServerActiveObject`
     * `acc` is a vector
 * `get_acceleration()`: returns the acceleration, a vector
 * `set_rotation(rot)`
-    * `rot` is a vector (radians)
-* `get_rotation()` : returns the rotation, a vector (radians)
-* `set_yaw(radians)`
+    * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
+      and Z is roll (bank).
+* `get_rotation()`: returns the rotation, a vector (radians)
+* `set_yaw(radians)`: sets the yaw (heading).
 * `get_yaw()`: returns number in radians
 * `set_texture_mod(mod)`
 * `get_texture_mod()` returns current texture modifier
index 116a2e53b5b38c5346c60cd2686867cfaf9cae51..6112edaffccbcba72648c113d96fedbbdbf04f99 100644 (file)
@@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <IMeshManipulator.h>
 #include <IAnimatedMeshSceneNode.h>
 #include "content_cao.h"
-#include "util/numeric.h" // For IntervalLimiter
+#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
 #include "util/serialize.h"
 #include "util/basic_macros.h"
 #include "client/sound.h"
@@ -365,7 +365,7 @@ void GenericCAO::processInitData(const std::string &data)
                return;
        }
 
-       // PROTOCOL_VERSION >= 37 
+       // PROTOCOL_VERSION >= 37
        m_name = deSerializeString(is);
        m_is_player = readU8(is);
        m_id = readU16(is);
@@ -402,10 +402,9 @@ bool GenericCAO::getSelectionBox(aabb3f *toset) const
 
 v3f GenericCAO::getPosition()
 {
-       if (getParent() != NULL) {
-               scene::ISceneNode *node = getSceneNode();
-               if (node)
-                       return node->getAbsolutePosition();
+       if (getParent() != nullptr) {
+               if (m_matrixnode)
+                       return m_matrixnode->getAbsolutePosition();
 
                return m_position;
        }
@@ -486,7 +485,7 @@ void GenericCAO::removeFromScene(bool permanent)
 
                LocalPlayer* player = m_env->getLocalPlayer();
                if (this == player->parent) {
-                       player->parent = NULL;
+                       player->parent = nullptr;
                        player->isAttached = false;
                }
        }
@@ -494,24 +493,30 @@ void GenericCAO::removeFromScene(bool permanent)
        if (m_meshnode) {
                m_meshnode->remove();
                m_meshnode->drop();
-               m_meshnode = NULL;
+               m_meshnode = nullptr;
        } else if (m_animated_meshnode) {
                m_animated_meshnode->remove();
                m_animated_meshnode->drop();
-               m_animated_meshnode = NULL;
+               m_animated_meshnode = nullptr;
        } else if (m_wield_meshnode) {
                m_wield_meshnode->remove();
                m_wield_meshnode->drop();
-               m_wield_meshnode = NULL;
+               m_wield_meshnode = nullptr;
        } else if (m_spritenode) {
                m_spritenode->remove();
                m_spritenode->drop();
-               m_spritenode = NULL;
+               m_spritenode = nullptr;
+       }
+
+       if (m_matrixnode) {
+               m_matrixnode->remove();
+               m_matrixnode->drop();
+               m_matrixnode = nullptr;
        }
 
        if (m_nametag) {
                m_client->getCamera()->removeNametag(m_nametag);
-               m_nametag = NULL;
+               m_nametag = nullptr;
        }
 }
 
@@ -534,8 +539,11 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
 
        if (m_prop.visual == "sprite") {
                infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
+               m_matrixnode = RenderingEngine::get_scene_manager()->
+                               addDummyTransformationSceneNode();
+               m_matrixnode->grab();
                m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
-                               NULL, v2f(1, 1), v3f(0,0,0), -1);
+                               m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
                m_spritenode->grab();
                m_spritenode->setMaterialTexture(0,
                                tsrc->getTextureForMesh("unknown_node.png"));
@@ -608,17 +616,24 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        mesh->addMeshBuffer(buf);
                        buf->drop();
                }
-               m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
+               m_matrixnode = RenderingEngine::get_scene_manager()->
+                       addDummyTransformationSceneNode();
+               m_matrixnode->grab();
+               m_meshnode = RenderingEngine::get_scene_manager()->
+                       addMeshSceneNode(mesh, m_matrixnode);
                m_meshnode->grab();
                mesh->drop();
                // Set it to use the materials of the meshbuffers directly.
                // This is needed for changing the texture in the future
                m_meshnode->setReadOnlyMaterials(true);
-       }
-       else if(m_prop.visual == "cube") {
+       } else if (m_prop.visual == "cube") {
                infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
                scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
-               m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
+               m_matrixnode = RenderingEngine::get_scene_manager()->
+                       addDummyTransformationSceneNode(nullptr);
+               m_matrixnode->grab();
+               m_meshnode = RenderingEngine::get_scene_manager()->
+                       addMeshSceneNode(mesh, m_matrixnode);
                m_meshnode->grab();
                mesh->drop();
 
@@ -630,14 +645,15 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
                m_meshnode->setMaterialType(material_type);
                m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-       }
-       else if(m_prop.visual == "mesh") {
+       } else if (m_prop.visual == "mesh") {
                infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
                scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
-               if(mesh)
-               {
+               if (mesh) {
+                       m_matrixnode = RenderingEngine::get_scene_manager()->
+                               addDummyTransformationSceneNode(nullptr);
+                       m_matrixnode->grab();
                        m_animated_meshnode = RenderingEngine::get_scene_manager()->
-                               addAnimatedMeshSceneNode(mesh, NULL);
+                               addAnimatedMeshSceneNode(mesh, m_matrixnode);
                        m_animated_meshnode->grab();
                        mesh->drop(); // The scene node took hold of it
                        m_animated_meshnode->animateJoints(); // Needed for some animations
@@ -655,8 +671,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
                        m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
                                m_prop.backface_culling);
-               }
-               else
+               } else
                        errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
        } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
                ItemStack item;
@@ -674,8 +689,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        infostream << "serialized form: " << m_prop.wield_item << std::endl;
                        item.deSerialize(m_prop.wield_item, m_client->idef());
                }
+               m_matrixnode = RenderingEngine::get_scene_manager()->
+                       addDummyTransformationSceneNode(nullptr);
+               m_matrixnode->grab();
                m_wield_meshnode = new WieldMeshSceneNode(
                        RenderingEngine::get_scene_manager(), -1);
+               m_wield_meshnode->setParent(m_matrixnode);
                m_wield_meshnode->setItem(item, m_client,
                        (m_prop.visual == "wielditem"));
 
@@ -763,10 +782,12 @@ void GenericCAO::updateNodePos()
 
        if (node) {
                v3s16 camera_offset = m_env->getCameraOffset();
-               node->setPosition(pos_translator.val_current - intToFloat(camera_offset, BS));
+               v3f pos = pos_translator.val_current -
+                               intToFloat(camera_offset, BS);
+               getPosRotMatrix().setTranslation(pos);
                if (node != m_spritenode) { // rotate if not a sprite
                        v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
-                       node->setRotation(rot);
+                       setPitchYawRoll(getPosRotMatrix(), rot);
                }
        }
 }
@@ -858,8 +879,10 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        ClientActiveObject *obj = m_env->getActiveObject(*ci);
                        if (obj) {
                                scene::ISceneNode *child_node = obj->getSceneNode();
+                               // The node's parent is always an IDummyTraformationSceneNode,
+                               // so we need to reparent that one instead.
                                if (child_node)
-                                       child_node->setParent(m_smgr->getRootSceneNode());
+                                       child_node->getParent()->setParent(m_smgr->getRootSceneNode());
                        }
                        ++ci;
                }
@@ -1266,16 +1289,13 @@ void GenericCAO::updateBonePosition()
 
 void GenericCAO::updateAttachments()
 {
-
-       if (!getParent()) { // Detach or don't attach
-               scene::ISceneNode *node = getSceneNode();
-               if (node) {
-                       v3f old_position = node->getAbsolutePosition();
-                       v3f old_rotation = node->getRotation();
-                       node->setParent(m_smgr->getRootSceneNode());
-                       node->setPosition(old_position);
-                       node->setRotation(old_rotation);
-                       node->updateAbsolutePosition();
+       ClientActiveObject *parent = getParent();
+       if (!parent) { // Detach or don't attach
+               if (m_matrixnode) {
+                       v3f old_pos = m_matrixnode->getAbsolutePosition();
+                       m_matrixnode->setParent(m_smgr->getRootSceneNode());
+                       getPosRotMatrix().setTranslation(old_pos);
+                       m_matrixnode->updateAbsolutePosition();
                }
                if (m_is_local_player) {
                        LocalPlayer *player = m_env->getLocalPlayer();
@@ -1284,20 +1304,20 @@ void GenericCAO::updateAttachments()
        }
        else // Attach
        {
-               scene::ISceneNode *my_node = getSceneNode();
-
-               scene::ISceneNode *parent_node = getParent()->getSceneNode();
+               scene::ISceneNode *parent_node = parent->getSceneNode();
                scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
-                               getParent()->getAnimatedMeshSceneNode();
+                               parent->getAnimatedMeshSceneNode();
                if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
                        parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
                }
 
-               if (my_node && parent_node) {
-                       my_node->setParent(parent_node);
-                       my_node->setPosition(m_attachment_position);
-                       my_node->setRotation(m_attachment_rotation);
-                       my_node->updateAbsolutePosition();
+               if (m_matrixnode && parent_node) {
+                       m_matrixnode->setParent(parent_node);
+                       getPosRotMatrix().setTranslation(m_attachment_position);
+                       //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
+                       // use Irrlicht eulers instead
+                       getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
+                       m_matrixnode->updateAbsolutePosition();
                }
                if (m_is_local_player) {
                        LocalPlayer *player = m_env->getLocalPlayer();
index 98932137ed6eab088226abde624edf28ae356e50..4627800eeaef06a1cc8f9316b156325276eb3e96 100644 (file)
@@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "object_properties.h"
 #include "itemgroup.h"
 #include "constants.h"
+#include <cassert>
 
 class Camera;
 class Client;
@@ -81,6 +82,7 @@ private:
        scene::IAnimatedMeshSceneNode *m_animated_meshnode = nullptr;
        WieldMeshSceneNode *m_wield_meshnode = nullptr;
        scene::IBillboardSceneNode *m_spritenode = nullptr;
+       scene::IDummyTransformationSceneNode *m_matrixnode = nullptr;
        Nametag *m_nametag = nullptr;
        v3f m_position = v3f(0.0f, 10.0f * BS, 0);
        v3f m_velocity;
@@ -163,6 +165,19 @@ public:
 
        scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
 
+       // m_matrixnode controls the position and rotation of the child node
+       // for all scene nodes, as a workaround for an Irrlicht problem with
+       // rotations. The child node's position can't be used because it's
+       // rotated, and must remain as 0.
+       // Note that m_matrixnode.setPosition() shouldn't be called. Use
+       // m_matrixnode->getRelativeTransformationMatrix().setTranslation()
+       // instead (aka getPosRotMatrix().setTranslation()).
+       inline core::matrix4 &getPosRotMatrix()
+       {
+               assert(m_matrixnode);
+               return m_matrixnode->getRelativeTransformationMatrix();
+       }
+
        inline f32 getStepHeight() const
        {
                return m_prop.stepheight;
index 83c4ca01bcb8181d7d41f9fabd4dd3454e52b606..b03ba795502e4c6a75e48b3193b301fae9eb307d 100644 (file)
@@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <IImage.h>
 #include <IrrlichtDevice.h>
 #include <IMeshSceneNode.h>
+#include <IDummyTransformationSceneNode.h>
 #include <SMesh.h>
 #include <ISceneManager.h>
 #include <IMeshBuffer.h>
index 703e9605670eac02089b5a9814567daedb08946e..85436068fc00f799b696add769c614e7c8dd8c82 100644 (file)
@@ -193,6 +193,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
                Add TOCLIENT_NODEMETA_CHANGED
                New network float format
                ContentFeatures version 13
+               Add full Euler rotations instead of just yaw
 */
 
 #define LATEST_PROTOCOL_VERSION 37
index 234f622d578f00082b178ba337b326a142351bca..8e8958d18e159776dcd3ef3ce188284e42f1964b 100644 (file)
@@ -53,6 +53,7 @@ public:
        void testIsPowerOfTwo();
        void testMyround();
        void testStringJoin();
+       void testEulerConversion();
 };
 
 static TestUtilities g_test_instance;
@@ -82,6 +83,7 @@ void TestUtilities::runTests(IGameDef *gamedef)
        TEST(testIsPowerOfTwo);
        TEST(testMyround);
        TEST(testStringJoin);
+       TEST(testEulerConversion);
 }
 
 ////////////////////////////////////////////////////////////////////////////////
@@ -394,3 +396,115 @@ void TestUtilities::testStringJoin()
        UASSERT(str_join(input, " and ") == "one and two and three");
 }
 
+
+static bool within(const f32 value1, const f32 value2, const f32 precision)
+{
+       return std::fabs(value1 - value2) <= precision;
+}
+
+static bool within(const v3f &v1, const v3f &v2, const f32 precision)
+{
+       return within(v1.X, v2.X, precision) && within(v1.Y, v2.Y, precision)
+               && within(v1.Z, v2.Z, precision);
+}
+
+static bool within(const core::matrix4 &m1, const core::matrix4 &m2,
+               const f32 precision)
+{
+       const f32 *M1 = m1.pointer();
+       const f32 *M2 = m2.pointer();
+       for (int i = 0; i < 16; i++)
+               if (! within(M1[i], M2[i], precision))
+                       return false;
+       return true;
+}
+
+static bool roundTripsDeg(const v3f &v, const f32 precision)
+{
+       core::matrix4 m;
+       setPitchYawRoll(m, v);
+       return within(v, getPitchYawRoll(m), precision);
+}
+
+void TestUtilities::testEulerConversion()
+{
+       // This test may fail on non-IEEE systems.
+       // Low tolerance is 4 ulp(1.0) for binary floats with 24 bit mantissa.
+       // (ulp = unit in the last place; ulp(1.0) = 2^-23).
+       const f32 tolL = 4.76837158203125e-7f;
+       // High tolerance is 2 ulp(180.0), needed for numbers in degrees.
+       // ulp(180.0) = 2^-16
+       const f32 tolH = 3.0517578125e-5f;
+       v3f v1, v2;
+       core::matrix4 m1, m2;
+       const f32 *M1 = m1.pointer();
+       const f32 *M2 = m2.pointer();
+
+       // Check that the radians version and the degrees version
+       // produce the same results. Check also that the conversion
+       // works both ways for these values.
+       v1 = v3f(M_PI/3.0, M_PI/5.0, M_PI/4.0);
+       v2 = v3f(60.0f, 36.0f, 45.0f);
+       setPitchYawRollRad(m1, v1);
+       setPitchYawRoll(m2, v2);
+       UASSERT(within(m1, m2, tolL));
+       UASSERT(within(getPitchYawRollRad(m1), v1, tolL));
+       UASSERT(within(getPitchYawRoll(m2), v2, tolH));
+
+       // Check the rotation matrix produced.
+       UASSERT(within(M1[0], 0.932004869f, tolL));
+       UASSERT(within(M1[1], 0.353553385f, tolL));
+       UASSERT(within(M1[2], 0.0797927827f, tolL));
+       UASSERT(within(M1[4], -0.21211791f, tolL));
+       UASSERT(within(M1[5], 0.353553355f, tolL));
+       UASSERT(within(M1[6], 0.911046684f, tolL));
+       UASSERT(within(M1[8], 0.293892622f, tolL));
+       UASSERT(within(M1[9], -0.866025448f, tolL));
+       UASSERT(within(M1[10], 0.404508471f, tolL));
+
+       // Check that the matrix is still homogeneous with no translation
+       UASSERT(M1[3] == 0.0f);
+       UASSERT(M1[7] == 0.0f);
+       UASSERT(M1[11] == 0.0f);
+       UASSERT(M1[12] == 0.0f);
+       UASSERT(M1[13] == 0.0f);
+       UASSERT(M1[14] == 0.0f);
+       UASSERT(M1[15] == 1.0f);
+       UASSERT(M2[3] == 0.0f);
+       UASSERT(M2[7] == 0.0f);
+       UASSERT(M2[11] == 0.0f);
+       UASSERT(M2[12] == 0.0f);
+       UASSERT(M2[13] == 0.0f);
+       UASSERT(M2[14] == 0.0f);
+       UASSERT(M2[15] == 1.0f);
+
+       // Compare to Irrlicht's results. To be comparable, the
+       // angles must come in a different order and the matrix
+       // elements to compare are different too.
+       m2.setRotationRadians(v3f(v1.Z, v1.X, v1.Y));
+       UASSERT(within(M1[0], M2[5], tolL));
+       UASSERT(within(M1[1], M2[6], tolL));
+       UASSERT(within(M1[2], M2[4], tolL));
+
+       UASSERT(within(M1[4], M2[9], tolL));
+       UASSERT(within(M1[5], M2[10], tolL));
+       UASSERT(within(M1[6], M2[8], tolL));
+
+       UASSERT(within(M1[8], M2[1], tolL));
+       UASSERT(within(M1[9], M2[2], tolL));
+       UASSERT(within(M1[10], M2[0], tolL));
+
+       // Check that Eulers that produce near gimbal-lock still round-trip
+       UASSERT(roundTripsDeg(v3f(89.9999f, 17.f, 0.f), tolH));
+       UASSERT(roundTripsDeg(v3f(89.9999f, 0.f, 19.f), tolH));
+       UASSERT(roundTripsDeg(v3f(89.9999f, 17.f, 19.f), tolH));
+
+       // Check that Eulers at an angle > 90 degrees may not round-trip...
+       v1 = v3f(90.00001f, 1.f, 1.f);
+       setPitchYawRoll(m1, v1);
+       v2 = getPitchYawRoll(m1);
+       //UASSERT(within(v1, v2, tolL)); // this is typically false
+       // ... however the rotation matrix is the same for both
+       setPitchYawRoll(m2, v2);
+       UASSERT(within(m1, m2, tolL));
+}
index a120e32076190b7d0abea79feaa5301e7607030f..bd298e94e3be256ebfba385a35da83a6c5b27e29 100644 (file)
@@ -174,3 +174,38 @@ s16 adjustDist(s16 dist, float zoom_fov)
        return std::round(dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
                (1.0f - std::cos(zoom_fov / 2.0f))));
 }
+
+void setPitchYawRollRad(core::matrix4 &m, const v3f &rot)
+{
+       f64 a1 = rot.Z, a2 = rot.X, a3 = rot.Y;
+       f64 c1 = cos(a1), s1 = sin(a1);
+       f64 c2 = cos(a2), s2 = sin(a2);
+       f64 c3 = cos(a3), s3 = sin(a3);
+       f32 *M = m.pointer();
+
+       M[0] = s1 * s2 * s3 + c1 * c3;
+       M[1] = s1 * c2;
+       M[2] = s1 * s2 * c3 - c1 * s3;
+
+       M[4] = c1 * s2 * s3 - s1 * c3;
+       M[5] = c1 * c2;
+       M[6] = c1 * s2 * c3 + s1 * s3;
+
+       M[8] = c2 * s3;
+       M[9] = -s2;
+       M[10] = c2 * c3;
+}
+
+v3f getPitchYawRollRad(const core::matrix4 &m)
+{
+       const f32 *M = m.pointer();
+
+       f64 a1 = atan2(M[1], M[5]);
+       f64 c2 = sqrt(M[10]*M[10] + M[8]*M[8]);
+       f32 a2 = atan2f(-M[9], c2);
+       f64 c1 = cos(a1);
+       f64 s1 = sin(a1);
+       f32 a3 = atan2f(s1*M[6] - c1*M[2], c1*M[0] - s1*M[4]);
+
+       return v3f(a2, a3, a1);
+}
index bfdff84a0e878101fc066576a17b2ac0c77031e0..6f82a18c1b4d858019e29d8f5a9c0da064b6a3a1 100644 (file)
@@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "irr_v2d.h"
 #include "irr_v3d.h"
 #include "irr_aabb3d.h"
+#include <matrix4.h>
 
 #define rangelim(d, min, max) ((d) < (min) ? (min) : ((d) > (max) ? (max) : (d)))
 #define myfloor(x) ((x) < 0.0 ? (int)(x) - 1 : (int)(x))
@@ -417,3 +418,17 @@ inline void wrappedApproachShortest(T &current, const T target, const T stepsize
                current = target;
        }
 }
+
+void setPitchYawRollRad(core::matrix4 &m, const v3f &rot);
+
+inline void setPitchYawRoll(core::matrix4 &m, const v3f &rot)
+{
+       setPitchYawRollRad(m, rot * core::DEGTORAD64);
+}
+
+v3f getPitchYawRollRad(const core::matrix4 &m);
+
+inline v3f getPitchYawRoll(const core::matrix4 &m)
+{
+       return getPitchYawRollRad(m) * core::RADTODEG64;
+}