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Document Luanti rotation conventions
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@ -3928,6 +3928,28 @@ The following functions provide escape sequences:
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* Removes all color escape sequences.
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Coordinate System
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=================
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Luanti uses a **left-handed** coordinate system: Y is "up", X is "right", Z is "forward".
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This is the convention used by Unity, DirectX and Irrlicht.
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It means that when you're pointing in +Z direction in-game ("forward"), +X is to your right; +Y is up.
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Consistently, rotation is **left-handed** as well:
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When your thumb points in the direction of the rotation axis,
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your curled fingers point in the direction the rotation goes.
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The rotation order is XYZ: First rotation around the X-axis is applied, then Y, then Z.
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(Note: As a product of rotation matrices, this will be written in reverse, so ZYX.)
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Attachment and bone override rotations both use these conventions.
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There is an exception, however: Object rotation (`ObjectRef:set_rotation`, `ObjectRef:get_rotation`, `automatic_rotate`)
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**does not** use left-handed XYZ rotations. Instead, it uses **right-handed ZXY** rotations:
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First roll (Z) is applied, then pitch (X); yaw (Y) is applied last.
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See [Scratchapixel](https://www.scratchapixel.com/lessons/mathematics-physics-for-computer-graphics/geometry/coordinate-systems.html)
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or [Wikipedia](https://en.wikipedia.org/wiki/Cartesian_coordinate_system#Orientation_and_handedness)
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for a more detailed and pictorial explanation of these terms.
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Spatial Vectors
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@ -8461,9 +8483,9 @@ child will follow movement and rotation of that bone.
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* `interpolation`: The old and new overrides are interpolated over this timeframe (in seconds).
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* `absolute`: If set to `false` (which is the default),
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the override will be relative to the animated property:
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* Translation in the case of `position`;
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* Composition in the case of `rotation`;
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* Per-axis multiplication in the case of `scale`
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* Translation in the case of `position`;
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* Composition in the case of `rotation`;
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* Per-axis multiplication in the case of `scale`
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* `property = nil` is equivalent to no override on that property
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* **Note:** Unlike `set_bone_position`, the rotation is in radians, not degrees.
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* Compatibility note: Clients prior to 5.9.0 only support absolute position and rotation.
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@ -8536,9 +8558,10 @@ child will follow movement and rotation of that bone.
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* `acc` is a vector
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* `get_acceleration()`: returns the acceleration, a vector
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* `set_rotation(rot)`
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* Sets the rotation
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* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
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and Z is roll (bank).
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* Sets the **right-handed ZXY** rotation:
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First roll (Z) is applied, then pitch (X); yaw (Y) is applied last.
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* Does not reset rotation incurred through `automatic_rotate`.
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Remove & re-add your objects to force a certain rotation.
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* `get_rotation()`: returns the rotation, a vector (radians)
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@ -9440,7 +9463,7 @@ Player properties need to be saved manually.
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-- (see node sound definition for details).
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automatic_rotate = 0,
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-- Set constant rotation in radians per second, positive or negative.
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-- Set constant right-handed rotation in radians per second, positive or negative.
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-- Object rotates along the local Y-axis, and works with set_rotation.
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-- Set to 0 to disable constant rotation.
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@ -1144,6 +1144,8 @@ int ObjectRef::l_set_rotation(lua_State *L)
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v3f rotation = check_v3f(L, 2) * core::RADTODEG;
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// Note: These angles are inverted before being applied using setPitchYawRoll,
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// hence we end up with a right-handed rotation
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entitysao->setRotation(rotation);
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return 0;
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}
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