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4 changed files with 87 additions and 32 deletions
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@ -3934,6 +3934,28 @@ 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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@ -8486,9 +8508,9 @@ 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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@ -8561,9 +8583,10 @@ 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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@ -9475,7 +9498,7 @@ 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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@ -6,6 +6,8 @@
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#include "irrMath.h"
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#include "matrix4.h"
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#include "irr_v3d.h"
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#include "util/numeric.h"
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#include <functional>
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using matrix4 = core::matrix4;
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@ -17,8 +19,58 @@ constexpr v3f x{1, 0, 0};
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constexpr v3f y{0, 1, 0};
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constexpr v3f z{0, 0, 1};
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constexpr f32 QUARTER_TURN = core::PI / 2;
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static void LEFT_HANDED(const std::function<void(core::matrix4 &m, const v3f &rot_rad)> &f) {
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SECTION("rotation is left-handed") {
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SECTION("around the X-axis") {
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matrix4 X;
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f(X, {QUARTER_TURN, 0 , 0});
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CHECK(X.transformVect(x).equals(x));
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CHECK(X.transformVect(y).equals(z));
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CHECK(X.transformVect(z).equals(-y));
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}
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SECTION("around the Y-axis") {
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matrix4 Y;
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f(Y, {0, QUARTER_TURN, 0});
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CHECK(Y.transformVect(y).equals(y));
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CHECK(Y.transformVect(x).equals(-z));
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CHECK(Y.transformVect(z).equals(x));
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}
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SECTION("around the Z-axis") {
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matrix4 Z;
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f(Z, {0, 0, QUARTER_TURN});
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CHECK(Z.transformVect(z).equals(z));
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CHECK(Z.transformVect(x).equals(y));
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CHECK(Z.transformVect(y).equals(-x));
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}
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}
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}
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TEST_CASE("matrix4") {
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// This is in numeric.h rather than matrix4.h, but is conceptually a matrix4 method as well
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SECTION("setPitchYawRollRad") {
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SECTION("rotation order is YXZ (matrix notation)") {
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v3f rot{1, 2, 3};
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matrix4 X, Y, Z, YXZ;
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setPitchYawRollRad(X, {rot.X, 0, 0});
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setPitchYawRollRad(Y, {0, rot.Y, 0});
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setPitchYawRollRad(Z, {0, 0, rot.Z});
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setPitchYawRollRad(YXZ, rot);
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CHECK(!matrix_equals(X * Y * Z, YXZ));
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CHECK(!matrix_equals(X * Z * Y, YXZ));
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CHECK(matrix_equals(Y * X * Z, YXZ));
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CHECK(!matrix_equals(Y * Z * X, YXZ));
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CHECK(!matrix_equals(Z * X * Y, YXZ));
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CHECK(!matrix_equals(Z * Y * X, YXZ));
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}
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LEFT_HANDED(setPitchYawRollRad);
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}
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SECTION("setRotationRadians") {
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SECTION("rotation order is ZYX (matrix notation)") {
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v3f rot{1, 2, 3};
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@ -35,36 +87,12 @@ SECTION("setRotationRadians") {
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CHECK(matrix_equals(Z * Y * X, ZYX));
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}
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const f32 quarter_turn = core::PI / 2;
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// See https://en.wikipedia.org/wiki/Right-hand_rule#/media/File:Cartesian_coordinate_system_handedness.svg
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// for a visualization of what handedness means for rotations
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SECTION("rotation is right-handed") {
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SECTION("rotation around the X-axis is Z-up, counter-clockwise") {
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matrix4 X;
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X.setRotationRadians({quarter_turn, 0, 0});
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CHECK(X.transformVect(x).equals(x));
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CHECK(X.transformVect(y).equals(z));
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CHECK(X.transformVect(z).equals(-y));
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}
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SECTION("rotation around the Y-axis is Z-up, clockwise") {
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matrix4 Y;
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Y.setRotationRadians({0, quarter_turn, 0});
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CHECK(Y.transformVect(y).equals(y));
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CHECK(Y.transformVect(x).equals(-z));
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CHECK(Y.transformVect(z).equals(x));
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}
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SECTION("rotation around the Z-axis is Y-up, counter-clockwise") {
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matrix4 Z;
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Z.setRotationRadians({0, 0, quarter_turn});
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CHECK(Z.transformVect(z).equals(z));
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CHECK(Z.transformVect(x).equals(y));
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CHECK(Z.transformVect(y).equals(-x));
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}
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}
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LEFT_HANDED([](core::matrix4 &m, const v3f &rot_rad) {
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m.setRotationRadians(rot_rad);
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});
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}
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SECTION("getScale") {
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@ -478,6 +478,7 @@ inline void wrappedApproachShortest(T ¤t, const T target, const T stepsize
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}
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}
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/// @note Uses YXZ (matrix notation) rotation order, left-handed rotation
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void setPitchYawRollRad(core::matrix4 &m, v3f rot);
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inline void setPitchYawRoll(core::matrix4 &m, v3f rot)
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@ -485,6 +486,7 @@ inline void setPitchYawRoll(core::matrix4 &m, v3f rot)
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setPitchYawRollRad(m, rot * core::DEGTORAD);
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}
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/// @see setPitchYawRollRad
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v3f getPitchYawRollRad(const core::matrix4 &m);
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inline v3f getPitchYawRoll(const core::matrix4 &m)
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