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13:25 |
[MatrxMT] |
<grorp> pgimeno: thank you for the reply. it would be quite useful if the conventions used by setPitchYawRoll were documented in the code. |
13:27 |
[MatrxMT] |
<grorp> why did minetest / entity rotations need to use this specific convention? |
13:33 |
[MatrxMT] |
<grorp> I encountered a random testBiomeGen CI failure: https://github.com/minetest/minetest/actions/runs/12373489833/job/34533924411 |
14:10 |
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14:27 |
pgimeno |
@grorp The first axis is the roll axis, the second axis is the pitch axis, and the last axis is the yaw axis. If you want them to work as you expect in Minetest, you need them to be done that way. You can swap X and Z but Minetest considers yaw angles with Z as the reference axis, not X, so that's how you end up with that convention. |
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21:02 |
[MatrxMT] |
<Zughy> does any core dev know why this happens? 5.10, both with .obj and .glb. Normals are correct |
21:02 |
[MatrxMT] |
<Zughy> https://i.imgur.com/53B0tJF.png |
21:09 |
sfan5 |
yes: #15401 |
21:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/15401 -- Color problems with semitransparency & mipmapping enabled since ~5.4.0 |
21:13 |
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22:30 |
[MatrxMT] |
<Zughy> is it normal that collisionboxes don't rotate with entities? https://imgur.com/dZWllBj |
22:33 |
MTDiscord |
<greenxenith> Yes |
22:34 |
MTDiscord |
<greenxenith> They have never been able to rotate |
22:35 |
[MatrxMT] |
<Zughy> great, another idea thrown into the bin. I'll open an issue, it's absurd we expect from people to use somehow-cubic entities all the time |
22:37 |
MTDiscord |
<greenxenith> Coming from the guy that said Luanti games will only ever be blocky? :^) |
22:38 |
[MatrxMT] |
<Zughy> The wall in my video is blocky :P |
22:38 |
MTDiscord |
<greenxenith> Something for AES? |
22:38 |
[MatrxMT] |
<Zughy> yep |
22:39 |
MTDiscord |
<greenxenith> I would be surprised if there wasnt already an issue for rotating collision boxes |
22:40 |
[MatrxMT] |
<Zughy> There was #2721, which had basically no discussion except for Paramat closing it |
22:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/2721 -- Possibility to rotate entity's collision box |
22:40 |
MTDiscord |
<luatic> proper rotating collision boxes are unfortunately very much nontrivial |
22:41 |
[MatrxMT] |
<Zughy> https://github.com/minetest/minetest/issues/2721#issuecomment-127774508 |
22:41 |
[MatrxMT] |
<Zughy> - "This was asked years ago, not months ;)" |
22:41 |
[MatrxMT] |
<Zughy> - 2015 |
22:41 |
[MatrxMT] |
<Zughy> Fuck me |
22:41 |
MTDiscord |
<luatic> they require you to introduce angular velocity into the equations |
22:42 |
MTDiscord |
<luatic> though, if all you need are static rotated collision boxes, that could be more realistic |
22:42 |
[MatrxMT] |
<Zughy> yeah, I don't need to animate it |
22:44 |
MTDiscord |
<greenxenith> Are you wanting it player-aligned? |
22:44 |
[MatrxMT] |
<Zughy> yep. Well, in my code I spawn the entity first and then I rotate it through staticdata (passing player pos) |
22:45 |
MTDiscord |
<luatic> what i'm calling "static" basically means you call set_rotation and then the collision box is rotated by that, no matter whether that is "possible" or not, that's still your problem |
22:46 |
MTDiscord |
<luatic> in particular this is somewhat unsuitable for things like boats where you instead want angular velocity (say, boat turning left) and then want to see how far it can turn until it hits something |
22:47 |
MTDiscord |
<luatic> another problem with rotated boxes is that suddenly normals aren't the 6 cardinal directions anymore, they can be anything |
22:48 |
MTDiscord |
<luatic> this can be dealt with relatively straightforwardly (zero the orthogonal component, keep only the parallel component) for some purposes i suppose but in general we will really want better physics there |
22:50 |
[MatrxMT] |
<Zughy> #15569 |
22:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/15569 -- Collisionbox should be able to rotate with the entity |
23:04 |
sfan5 |
do you want 90° or arbitrary rotations? |
23:06 |
MTDiscord |
<luatic> I mean 90° rotations don't need an engine feature though it could be neat for convenience |
23:12 |
[MatrxMT] |
<Zughy> arbitrary. If player is rotated by 140°, I need that wall to share the same rotation (and collisionbox) |
23:34 |
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