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author | epoch <epoch@hacking.allowed.org> | 2018-03-20 23:54:50 -0500 |
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committer | epoch <epoch@hacking.allowed.org> | 2018-03-20 23:54:50 -0500 |
commit | 335a31a61df57d3cc300c1c9aff0e08ff81f0abb (patch) | |
tree | c402315bb0d5b46002d28e0e3bc10d5282fd3bb3 /NOTES | |
parent | 0fa8d871d5e6cf3558d67e5d0089e17f755ecdf1 (diff) | |
download | hackvr-335a31a61df57d3cc300c1c9aff0e08ff81f0abb.tar.gz hackvr-335a31a61df57d3cc300c1c9aff0e08ff81f0abb.zip |
added anonet_map.sh example and helper script for it xcmd.sh. and a NOTES file.
Diffstat (limited to 'NOTES')
-rw-r--r-- | NOTES | 57 |
1 files changed, 57 insertions, 0 deletions
@@ -0,0 +1,57 @@ +this may not be what actually happens, but this is what I'd like: + +x and z are floor. + +y is up and down. + +yr rotation 0 is facing east. because that's what rotation 0 is in cartesian coordinates. +yr is yaw +xr is pitch +zr is roll + +the rotations need to be within the range: 0 <= r < 360 (so modulo 360 should work) + +minimap: view from above + +z? + | + | + | + | +-x --------+-------- +x + | + | + | + | + -z? +the reason the minimap has positive x being down is so that camera view at rotation 0 is with +positive x to the right so 2D vector graphics don't need any dimensions flipped + +camera view: facing rotation 0 + +y + | + | + | + | +-x --------+-------- +x + | + | + | + | + -y + +increasing yr causes rotation counter-clockwise on the minimap. (around y axis) + + +this is what minetest does. I guess I'll do this. + +camera angle 0 is north. +north is +Z +south is -Z +west is -X +east is +X +up is +Y +down is -Y + +there is no angle 0 actually. 0 < angle <= 360 + +I guess I should use yaw. |