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Select Plane Z and then select between Heading, Pitch, and Roll in the second drop down. Notice how Heading looks exactly the same as None. For comparison, select Box from the first drop down.
I tracked it down to PlaneGeometryUpdater : createPrimitiveMatrix. If the function becomes just return transform;, the Z-Plane works, but then the X and Y planes become Z-planes too.
I think the core problem is how the up vector gets set, since it ignores transform. If the function is passed two different transforms with the same Z column, such as when Heading vs None is selected, the resulting matrix will be the same.
I haven't tested it thoroughly, but if the plane is transformed/oriented in the local coordinate using the plane's normal and distance as they are, then multiply the local matrix with the transform to convert to world coordinate, it works for me
This came up in a forum post.
Sandcastle demonstration.
Select
Plane Z
and then select betweenHeading
,Pitch
, andRoll
in the second drop down. Notice howHeading
looks exactly the same asNone
. For comparison, selectBox
from the first drop down.I tracked it down to
PlaneGeometryUpdater : createPrimitiveMatrix
. If the function becomes justreturn transform;
, the Z-Plane works, but then the X and Y planes become Z-planes too.I think the core problem is how the up vector gets set, since it ignores
transform
. If the function is passed two different transforms with the same Z column, such as whenHeading
vsNone
is selected, the resulting matrix will be the same.Any thoughts @hpinkos, @OmarShehata?
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