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Quaternion: correct the quaternion random() method #27724

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merged 1 commit into from
Feb 11, 2024

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WestLangley
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Follow-on to #22494

The current code references an outdated link, which implemented an algorithm using a different quaternion convention.

This PR references the the original source, and follows the original sources's nomenclature. The original source and three.js use the same [ x, y, z, w ] quaternion convention.

@WestLangley WestLangley added this to the r162 milestone Feb 10, 2024
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github-actions bot commented Feb 10, 2024

📦 Bundle size

Full ESM build, minified and gzipped.

Filesize dev Filesize PR Diff
676.1 kB (168.2 kB) 676.1 kB (168.2 kB) +0 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Filesize dev Filesize PR Diff
457.2 kB (111 kB) 457.2 kB (111 kB) +0 B
@WestLangley WestLangley force-pushed the dev-quaternion_random branch 2 times, most recently from 6864128 to d52a4dc Compare February 10, 2024 20:55
@Mugen87
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Mugen87 commented Feb 11, 2024

webgl_instancing_performance uses Quaterion.random(). It seems this PR causes a change in behavior so the screenshot of webgl_instancing_performance requires an update.

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Mugen87 commented Feb 11, 2024

Regarding #27725 (comment).

@WestLangley Do you have the same issue in this PR as well?

@Mugen87 Mugen87 merged commit 4d81ce8 into mrdoob:dev Feb 11, 2024
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Mugen87 commented Feb 11, 2024

Maybe you have not updated the builds before generating the screenshots? That happened to me last time.

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Yes, same issue.

@WestLangley WestLangley deleted the dev-quaternion_random branch February 12, 2024 17:50
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