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Document & extend testing for rotation conventions (#16200)

* Document Luanti rotation conventions
* Add test for setPitchYawRollRad (entity) rotation conventions
* Test and document that `vector.rotate` uses (extrinsic) Z-X-Y rotation order
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Lars Müller 2025-07-13 17:11:12 +02:00 committed by GitHub
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@ -3935,6 +3935,32 @@ The following functions provide escape sequences:
* Removes all color escape sequences.
Coordinate System
=================
Luanti uses a **left-handed** coordinate system: Y is "up", X is "right", Z is "forward".
This is the convention used by Unity, DirectX and Irrlicht.
It means that when you're pointing in +Z direction in-game ("forward"), +X is to your right; +Y is up.
Consistently, rotation is [**left-handed**](https://en.wikipedia.org/w/index.php?title=Right-hand_rule) as well.
Luanti uses [Tait-Bryan angles](https://en.wikipedia.org/wiki/Euler_angles#Tait%E2%80%93Bryan_angles) for rotations,
often referred to simply as "euler angles" (even though they are not "proper" euler angles).
The rotation order is extrinsic X-Y-Z:
First rotation around the (unrotated) X-axis is applied,
then rotation around the (unrotated) Y-axis follows,
and finally rotation around the (unrotated) Z-axis is applied.
(Note: As a product of rotation matrices, this will be written in reverse, so `Z*Y*X`.)
Attachment and bone override rotations both use these conventions.
There is an exception, however: Object rotation (`ObjectRef:set_rotation`, `ObjectRef:get_rotation`, `automatic_rotate`)
**does not** use left-handed (extrinsic) X-Y-Z rotations.
Instead, it uses **right-handed (extrinsic) Z-X-Y** rotations:
First roll (Z) is applied, then pitch (X); yaw (Y) is applied last.
See [Scratchapixel](https://www.scratchapixel.com/lessons/mathematics-physics-for-computer-graphics/geometry/coordinate-systems.html)
or [Wikipedia](https://en.wikipedia.org/wiki/Cartesian_coordinate_system#Orientation_and_handedness)
for a more detailed and pictorial explanation of these terms.
Spatial Vectors
@ -4134,6 +4160,7 @@ angles in radians.
* `vector.rotate(v, r)`:
* Applies the rotation `r` to `v` and returns the result.
* Uses (extrinsic) Z-X-Y rotation order and is right-handed, consistent with `ObjectRef:set_rotation`.
* `vector.rotate(vector.new(0, 0, 1), r)` and
`vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
forward and up relative to an entity's rotation `r`.
@ -8506,9 +8533,9 @@ child will follow movement and rotation of that bone.
* `interpolation`: The old and new overrides are interpolated over this timeframe (in seconds).
* `absolute`: If set to `false` (which is the default),
the override will be relative to the animated property:
* Translation in the case of `position`;
* Composition in the case of `rotation`;
* Per-axis multiplication in the case of `scale`
* Translation in the case of `position`;
* Composition in the case of `rotation`;
* Per-axis multiplication in the case of `scale`
* `property = nil` is equivalent to no override on that property
* **Note:** Unlike `set_bone_position`, the rotation is in radians, not degrees.
* Compatibility note: Clients prior to 5.9.0 only support absolute position and rotation.
@ -8589,9 +8616,10 @@ child will follow movement and rotation of that bone.
* `acc` is a vector
* `get_acceleration()`: returns the acceleration, a vector
* `set_rotation(rot)`
* Sets the rotation
* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
and Z is roll (bank).
* Sets the **right-handed Z-X-Y** rotation:
First roll (Z) is applied, then pitch (X); yaw (Y) is applied last.
* Does not reset rotation incurred through `automatic_rotate`.
Remove & re-add your objects to force a certain rotation.
* `get_rotation()`: returns the rotation, a vector (radians)
@ -9506,7 +9534,7 @@ Player properties need to be saved manually.
-- (see node sound definition for details).
automatic_rotate = 0,
-- Set constant rotation in radians per second, positive or negative.
-- Set constant right-handed rotation in radians per second, positive or negative.
-- Object rotates along the local Y-axis, and works with set_rotation.
-- Set to 0 to disable constant rotation.