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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. | 
