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InaccurateTransformRotatorEastNorthUpToUnreal broken? #724
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@julien443 we're taking a look at this. It's all a bit crazy because Unreal's FRotator uses a weird convention (Roll is clockwise when looking down +X, and Pitch is clockwise when looking down +Y, but Yaw is counter-clockwise when looking down +Z), and when we go between ENU and Unreal we're going between a left-handed and a right-handed system. All of which is to say it's not obvious to me what this method is even meant to be doing (though it's also clear that whatever it's meant to do, it's not doing it correctly). Maybe it would help to discuss a bit what problem you're trying to solve with it, and that might help us either see how to fix it to meet those expectations, or suggest an alternative approach. |
Hi, In my case I have some real world pose (location + orientation) and I want to either put the camera there, or place an object at this location. In my mind, this "InaccurateTransformRotatorEastNorthUpToUnreal" would take "something" and convert that into a FRotator I can pass unreal to have my object/camera properly oriented. |
Thanks @julien443, that makes sense. I think maybe take a look at
In that function, Let me know if that hits the mark. |
Hey Sorry for the delay. If you want to use East-South-Up, I would rename the functions :) Are you saying I should use 'InaccurateComputeEastNorthUpToUnreal' instead and 'InaccurateTransformRotatorEastNorthUpToUnreal' is broken and will not be fixed? I still think 'InaccurateTransformRotatorEastNorthUpToUnreal is broken because InaccurateTransformRotatorEastNorthUpToUnreal(InaccurateTransformRotatorUnrealToEastNorthUp(XXX)) != XXX Right now, I copied the old implementation of 'InaccurateTransformRotatorEastNorthUpToUnreal' in my own codebase, and this guy is indeed using 'ComputeEastNorthUpToUnreal'. I'm basically using the commented out code that has been "updated" here: eefdb1f#diff-af1df48f999c7d544f69dfc8d3fe921f3196f2619bf9645cfe88e033f993deb4L93 |
Fixed by #1179 |
Hey,
We recently upgrade to 1.8.1 and it seems InaccurateTransformRotatorEastNorthUpToUnreal no longer returns what I'm used to.
I tried
And I get:
I'm not sure what the output is supposed to be, but the fact that EastNorthUpToUnreal then UnrealToEastNorthUp doesn't give me the original input seems wrong.
Any idea what's going on?
Thanks
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