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Voxel Module dosen`t use the same convention as GridMap for its orthogonal rotation. #694
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The values are the same from the Godot source code as far as I can tell. Something else is wrong here. |
See #699 (comment) Although #699 is about My suspicion is the fact that Godot's Basis is internally transposed, yet the constructor taking 9 floats does not encapsulate this implementation detail. Therefore, axes are also transposed when passed to those constructors, and then results differ when used. To make things match, I would then have to transpose everything, which will break compatibility with existing projects that used I tried to use your project but it is broken.
This is going to be set by the scene loader before the node enters the scene tree, so After fixing that, and transposing |
The dark blue row is block meshes rotated using the GridMap methods.
The dark green row is voxels which within the library have their rotation set.
They aren`t the same.
The final top row represents how the values need to be converted to be proper
(Left digit is Voxel Module rotation index with the right being GridMap rotation index)
To Reproduce
just get a rotation from GridMaps and apply to mesh
and compare that to how the library would treat it.
they wouldn`t match!
link to minimal project which contains bug!
(https://drive.google.com/file/d/1EcjGb_e5ZtDVXVgJkYMyN-8LgaMDTgcx/view?usp=sharing)
I expected the values to be the same between the two systems since I was told so by the description of the variable.
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