From d5456da69de6d74206a8513fc53db38c7dd4bd22 Mon Sep 17 00:00:00 2001 From: Paul Ouellette Date: Thu, 7 Feb 2019 16:26:06 -0500 Subject: 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. --- doc/lua_api.txt | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'doc') diff --git a/doc/lua_api.txt b/doc/lua_api.txt index d2ab9de29..26d8a3d91 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -5074,9 +5074,10 @@ This is basically a reference to a C++ `ServerActiveObject` * `acc` is a vector * `get_acceleration()`: returns the acceleration, a vector * `set_rotation(rot)` - * `rot` is a vector (radians) -* `get_rotation()` : returns the rotation, a vector (radians) -* `set_yaw(radians)` + * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading) + and Z is roll (bank). +* `get_rotation()`: returns the rotation, a vector (radians) +* `set_yaw(radians)`: sets the yaw (heading). * `get_yaw()`: returns number in radians * `set_texture_mod(mod)` * `get_texture_mod()` returns current texture modifier -- cgit v1.2.3