blob: 810308ebb964dcdf567367a0dd1df6bb95d6e5be (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
|
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 (how it actually is in hackvr)
-x?
|
|
|
|
-z --------+-------- +z
|
|
|
|
+x
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 (normal x,y plane that 2d is used to with increasing Z going away from camera.)
+y
|
|
|
|
-x --------+-------- +x
|
|
|
|
-y
increasing yr causes rotation counter-clockwise on the minimap. (around y axis)
this is what minetest does shit. I don't know if I'll change shit for this or not.
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 think OpenGL does what hackvr does except flipped Z. negative is away instead of closer.
:::: COLORS ::::
shit. ansi colors for first 8. add 16 to get ansi colors without being mixed with any shading.
or some shit like that.
todo: add "snow" color. random shades of grey or random black and white maybe. probably greys.
|