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Fix Rotation change detection triggering every frame #272

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merged 3 commits into from
Dec 3, 2023

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@Jondolf Jondolf commented Dec 3, 2023

Objective

Currently, Rotation changes are triggered every frame for non-sleeping dynamic bodies because of an incorrect quaternion comparison.

Solution

Change the delta != Quaternion::IDENTITY check to be delta.w != 0.0 in integrator.rs line 231. Checking w should be enough because it's the angle of the rotation around the rotation axis.

@Jondolf Jondolf added the bugfix label Dec 3, 2023
@Jondolf Jondolf merged commit 3a7559b into main Dec 3, 2023
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@Jondolf Jondolf deleted the fix-rotation-change-detection branch December 3, 2023 20:17
Jondolf added a commit that referenced this pull request Dec 27, 2023
# Objective

In #272, the integrator was changed to update rotation only if `delta.w != 0.0`. However, in some cases, x, y, or z can be non-zero even if w is zero, like with `AngularVelocity(Vec3::X)`, and in those cases the rotation would incorrectly be ignored.

## Solution

Make the condition stricter by also checking if x, y, and z are 0. Based on a quick test, this should also keep change detection working, which is what #272 was trying to address.
@Jondolf Jondolf added C-Bug Something isn't working and removed bugfix labels Jul 19, 2024
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