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Yeah I recall that I did some changes such as to return an initial Quaternion Quaternion(0, 0, 0, 1) when AxisAngle is very small in Quaternion::exp() and add angle checking Quaternion::get_axis() in #57675. I guess that some math checking is lacking in Basis.
I found the issue in Basis, I will open a PR. The arcos() function receive a value greater than one, so it returns NaN, I clamped the value to avoid the issue. I was wondering if we could put a debug code to find this kind of problem for arcos/arcsin.
Godot version
4.0.dev #b3df275
System information
MacOS 11.6
Issue description
When the rotation angle is very small, the angle returned is NaN.
Steps to reproduce
In c++:
Minimal reproduction project
No response
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