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Use true pitch/yaw/roll rotations without loss of precision by pgimeno (#8019)
Store the rotation in the node as a 4x4 transformation matrix internally (through IDummyTransformationSceneNode), which allows more manipulations without losing precision or having gimbal lock issues. Network rotation is still transmitted as Eulers, though, not as matrix. But it will stay this way in 5.0.
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8 changed files with 251 additions and 49 deletions
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@ -5074,9 +5074,10 @@ This is basically a reference to a C++ `ServerActiveObject`
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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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* `rot` is a vector (radians)
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* `get_rotation()` : returns the rotation, a vector (radians)
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* `set_yaw(radians)`
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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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* `get_rotation()`: returns the rotation, a vector (radians)
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* `set_yaw(radians)`: sets the yaw (heading).
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* `get_yaw()`: returns number in radians
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* `set_texture_mod(mod)`
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* `get_texture_mod()` returns current texture modifier
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