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Improve documentation #33
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I think the wording in the change could use alot of improvement. It should be considerably more concise and avoid using terminology that is normally used in other contexts (compliment for example) |
@Snkz any concrete suggestions? |
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These are the blocks i think could use work
@@ -77,6 +77,10 @@ M | | children chunks | |||
------------------------------------------------------------------------------- | |||
4 | int | numVoxels (N) | |||
4 x N | int | (x, y, z, colorIndex) : 1 byte for each component | |||
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| Note: Z axis is vertical axis, so you might want to |
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would remove this note
@@ -59,13 +63,28 @@ S : Shape Node | |||
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S S | |||
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Note: in order to build transformations, you need to traverse the scene |
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How to maintain your parsed data shouldnt be part of the doc, would re write this note entirely to just mention that connection between shape nodes and transform nodes and the parenting structure.
@@ -40,6 +40,10 @@ bit | value | |||
5 : 1 : the sign in the second row (0 : positive; 1 : negative) | |||
6 : 1 : the sign in the third row (0 : positive; 1 : negative) | |||
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Note: the index of the non-zero entry of the third row is remaining |
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Rewritten in clearer language
@@ -23,7 +23,7 @@ STRING : value | |||
================================= | |||
(c) ROTATION type | |||
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store a row-major rotation in the bits of a byte | |||
store a row-major (XZY) rotation in the bits of a byte |
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Is that right? Shouldn't it be "(XYZ)" ?
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Is that right? Shouldn't it be "(XYZ)" ?
It's been a while since I've worked with MagicaVoxel, but if I remember correctly, this should be correct. At least from what I remember. If what not, this is the code that worked for me to read the correct rotation for my Minecraft mod.
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The following transformation works as intended:
let vector = Vec3::new(
x * matrix.m11 + y * matrix.m12 + z * matrix.m13,
x * matrix.m21 + y * matrix.m22 + z * matrix.m23,
x * matrix.m31 + y * matrix.m32 + z * matrix.m33,
);
This suggests an XYZ rotation matrix
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| Note: Z axis is vertical axis, so you might want to | ||
| read them first and then assemble as (x, z, y) for Y-up | ||
| coordinate system. |
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| Note: Z axis is vertical axis, so you might want to | |
| read them first and then assemble as (x, z, y) for Y-up | |
| coordinate system. | |
| Note: Coordinates are in a Right handed Z-up coordinate system |
Thank you very much for such awesome voxel editing software! 😊
However, I had some troubles understanding the extension documentation, specifically rotation and how do assemble the scene graph so the objects would correctly show up on their places. After hours of fiddling with with, I managed to get it work.
It would be nice if the documentation could've been a little bit more specific on some details. A lot of people (like me) don't have the brightest mind, and so these additional details could be quite useful!