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Geometry3D::SetIndexToWorld(..) should apply some checks on the matrix
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Description

When setting a transform of a geometry with an IndexToWorldGeometry(..) some checks should be applied!

Matrix must be rotatable to identiy matrix.

e.g.

1 0 0
0 0 1
0 1 0

cannot be rotated to the identiy matrix! Therefor it contains a "mirroring" and is not valid! This should be checked. Maybe a "repair/convert" option should be offered, that resets the matrix to identiy but keeps (positive) spacing.

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This task was automatically closed because it wasn't updated at least since July 2016 (over 2 years). Please re-open this task if you think that it is still relevant. This most probably means that you will resolve it.