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+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.