fix: ignore scale in directional light orientation - #28
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besmpl
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kolkov
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Code reviewed: worldRotation() composes quaternions directly, bypassing world matrix — scale-independent by design. Unexported helper, correct recursion. 3 tests with non-uniform scale cases. LGTM.
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Summary
Why
DirectionalLight.Directionextracted a quaternion from the complete world matrix. The matrix's linear component also contains scale and hierarchy-induced shear, so changing a light or ancestor's nonuniform scale changed the reported direction even when every rotation stayed identical.Node transforms use
T * R * S. The new helper composes quaternions in the same parent-then-local order and rotates the default forward vector without allowing scale to contaminate orientation.Verification
go test ./...go test -race ./...go build ./...go vet ./...gofmtandgit diff --checkThe helper recomputes the ancestor rotation chain when
Directionis queried; this is O(hierarchy depth) and avoids coupling direction correctness to matrix cache state.