#!/usr/bin/env python3 """Checks that limb animation uses ship-local displacement, not world X/Z.""" import math def qx(deg): a=math.radians(deg)/2 return (math.cos(a),math.sin(a),0.0,0.0) def conj(q): w,x,y,z=q; return (w,-x,-y,-z) def mul(a,b): aw,ax,ay,az=a; bw,bx,by,bz=b return (aw*bw-ax*bx-ay*by-az*bz, aw*bx+ax*bw+ay*bz-az*by, aw*by-ax*bz+ay*bw+az*bx, aw*bz+ax*by-ay*bx+az*bw) def rotate(q,v): r=mul(mul(q,(0.0,*v)),conj(q)); return r[1:] def length_xz(v): return math.sqrt(v[0]*v[0]+v[2]*v[2]) def length_local(v): return math.sqrt(v[0]*v[0]+v[2]*v[2]) walk=(0.0,0.0,0.25) for deg in (0,20,90,180): world=rotate(qx(deg),walk) recovered=rotate(conj(qx(deg)),world) assert abs(length_local(recovered)-0.25)<1e-9 print(f"X {deg:3d}: world delta={world}, local walk distance={length_local(recovered):.3f}, vanilla world-XZ={length_xz(world):.3f}") # At 90 degrees around X, forward walking is world-vertical: vanilla X/Z animation would be 0. assert length_xz(rotate(qx(90),walk)) < 1e-9 print('OK: local animation still walks at 90 degrees while vanilla world-XZ would freeze')