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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?
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-x --------+-------- +x
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-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
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-x --------+-------- +x
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-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.
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