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