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Matrix Transforms don't work correctly. #1228
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you can try: if sensor.status == 1: #instead of if sensor.positive Else, I think it is a bit weird to assign a scale matrix to the WorldTransform directly. |
@youle31 thank you for the interesting input! |
in upbge 0.3.0 it's working correctly @youle31 I am not sure what changed |
This is because 0.2.5 uses another math library. I will check it |
@lordloki 🙏 If it is of any help: To get the original matrix back: My suspicion is that the matrix is being applied to both local and global Transforms at the same time. |
@Feral3d : I advised to use: if sensor.status == 1: #instead of if sensor.positive sensor.status == 1, not sensor.positive == 1. |
ok, i saw the bug... |
Yes @lordloki you are 100% correct. Everything seems fine until I assign the Matrix directly to the world or local transform. |
The issue is in KX_GameObject::pyattr_set_worldTransform I will fix tomorrow or tomorrow after. |
Thank you @lordloki x (10, 10, 10) |
Here you have a build including the fix: https://mega.nz/file/F4d3QC7K#s5h4qzBsMucvN3ttsHrz97mNepPWYLzBV7Lirq4ODSg Thanks for reporting. |
Great! Thanks very much lordloki! |
Thank you so much @lordloki !! You are a life-saver! |
In UPBGE version 2.5 & 2.5a, attempting to assign a matrix transform to a game object fails to assign the correct scale.
Instead it appears to assign the adjugated() Matrix to the scale of the object.
Test the attached *.blend file to see the error:
https://www.dropbox.com/s/315ucajbabss2px/Test.blend?dl=0
On a personal note. Thank you.
UPBGE is wonderful!
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