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IRC log for #minetest-dev, 2024-12-17

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All times shown according to UTC.

Time Nick Message
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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
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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
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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)
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