Time |
Nick |
Message |
01:13 |
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02:15 |
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03:30 |
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04:12 |
ANAND |
Hello. More opinions needed on #7027 |
04:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/7027 -- Add on_drop callback register. |
04:13 |
ANAND |
^ Feature request for a minetest.register_on_drop global callback |
05:15 |
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07:09 |
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07:09 |
tomraceror |
hello |
07:46 |
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09:26 |
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09:48 |
p_gimeno |
ANAND: does it refer to the kind of drop that happens when you press Q? |
11:36 |
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11:46 |
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12:32 |
ANAND |
p_gimeno: Yes |
12:33 |
ANAND |
But the global variant instead of the one in the itemdef |
12:56 |
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12:58 |
p_gimeno |
ok, just wanted to be sure I understood |
13:06 |
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15:00 |
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15:40 |
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15:43 |
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16:43 |
sfan5 |
merging #8516 in 5 mins |
16:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/8516 -- Define operators == and != for ItemStack by ClobberXD |
17:09 |
rdococ |
Is there a way to change how gl_Color is interpolated? |
17:45 |
p_gimeno |
hm, DS-Minetest isn't on IRC, right? The Matrix-Euler conversion functions in #8515 should probably be using the core, or at least the same method as the core. |
17:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/8515 -- Add matrix helpers to builtin by DS-Minetest |
17:48 |
p_gimeno |
The method is here: https://github.com/minetest/minetest/pull/8019#issuecomment-454976672 |
17:49 |
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17:52 |
p_gimeno |
in the core, they are functions setPitchYawRollRad and getPitchYawRollRad defined in numeric.cpp |
18:03 |
p_gimeno |
I also wonder why to deliberately drop precision when returning rotation matrices |
18:19 |
p_gimeno |
if the intention is to handle sin(pi/2) and cos(pi), special casing them would be better, rather than reducing the precision under that of 32-bit float |
18:22 |
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19:03 |
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19:12 |
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19:13 |
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19:14 |
paramat |
input needed on what to do in #8249 , see the discussion |
19:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/8249 -- Make autoforward simulate keys by DS-Minetest |
19:22 |
paramat |
wow maybe we should have a 'formspec' issue label, it will get used a lot =/ |
20:05 |
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20:21 |
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21:33 |
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21:40 |
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22:43 |
p_gimeno |
DS-Minetest> Minetest has this: [YXZ euler convention] <---- No it doesn't. Irrlicht uses XYZ Eulers; Minetest uses ZXY Eulers. set_rotation is using setPitchYawRollRad. The function getPitchYawRoll[Rad] is not used but it's tested in the unit tests. I may have screwed up the signs of the angles, because left-handed coordinate systems confuse me and Minetest conventions even more, but not the rotation order for sure. In fact your |
22:43 |
p_gimeno |
from_yaw_pitch_roll applies the rotations in ZXY order. |
22:45 |
p_gimeno |
The sign convention for yaw was made to be backwards-compatible, and the other two followed the same as yaw. |
22:55 |
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23:03 |
rdococ |
can't we just forgo all this confusion with angles and conventions and use quaternions? |
23:03 |
p_gimeno |
if only... |
23:04 |
rdococ |
you could try to convert between the two in lua I suppose |
23:04 |
rdococ |
there needs to be an intuitive way to explain quaternions |
23:05 |
p_gimeno |
re quaternions: yes you could, in fact stu says he's doing that: https://github.com/minetest/minetest/pull/8019#issuecomment-457778933 |
23:07 |
p_gimeno |
explaining quaternions is easy: they are like zipped rotation matrices, and don't mess with the components unless you know what you're doing |
23:09 |
rdococ |
I think minetest should switch to using a "rotation" table with functions for creating and manipulating rotations in intuitive ways, but then just representing them as quaternions internally. |
23:11 |
p_gimeno |
Irrlicht doesn't directly support representing them as quaternions internally, though, so that's an obstacle |
23:11 |
rdococ |
the heck? |
23:12 |
rdococ |
why would a game engine use anything other than quaternions internally? |
23:12 |
rdococ |
especially euler angles... |
23:12 |
p_gimeno |
there's been loads of discussion over that issue :) |
23:12 |
p_gimeno |
in both the Irrlicht and the Minetest sides |
23:17 |
rdococ |
why? to me it's a no-brainer, what is the argument against switching? |
23:20 |
p_gimeno |
http://irrlicht.sourceforge.net/forum//viewtopic.php?p=293347#p293347 http://irrlicht.sourceforge.net/forum//viewtopic.php?f=7&t=52414&p=304417#p304417 - no answer from Irrlicht, maybe no dev interest. |
23:21 |
p_gimeno |
in Minetest, extra code and maintenance burden because it delegates these things to Irrlicht |
23:28 |
p_gimeno |
I don't think there's anything against adding quaternion functions to Lua, though. A matrix class is in the works (the object of the discussion above).): |
23:29 |
rdococ |
I found some thin wrappers around existing libraries for quaternions and matrices |
23:34 |
p_gimeno |
there's CPML, but it uses column major order instead of row major, and it screwed up matrix multiplication order (probably for that reason) |