Hello all,
I've used OpenGL to create a basic 3D coordinate system (which works) with Z=Up, X=to the right and Y=into the screen.
The thing is that I've picked rotation directions and starting axis for
those rotations in a "I need it to work, and this does" way. :-|
Now I'm at a point where I want to make it conform to a/the standard, and have done a few websearches for 3D coodinate systems and their specifics.
Alas, although I've been able to find pictures of the Y=Up and Z=Up coordinate systems and even a Z=up, rotation=anti-clockwise description (right-hand rule), I could not find anything more - which suprises me to be honest. :-|
What I'm looking for, for both the Y=up and Z=Up coordinate systems :
rotation directions for all three axis/planes, as well as starting axis*.
* Although I've found that for Z=Up the rotation direction is counter-clockwise I do not know at with axis it starts: +X ? +Y ?
Perhaps -X or -Y ?. No idea. :-(
Regards,
Rudy Wieser
What I'm looking for, for both the Y=up and Z=Up coordinate systems :https://www3.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html
rotation directions for all three axis/planes, as well as starting axis*. ...
Try it their way and see if it works ?
Paul,
...What I'm looking for, for both the Y=up and Z=Up coordinate systems :
rotation directions for all three axis/planes, as well as starting axis*.
https://www3.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html
Have you noticed that that doesn't talk about even just the angle origin of the Up-axis, let alone the Horizontal and perpendicular-to-the-screen ones ? :-(
I've just spend yesterday evening and the better part of this morning (upto now) going thru webpage-after-webpage, and have only been able to find an indirect reference to what the origin of the Up-axis rotation angle (probably) is (the +X axis).
Try it their way and see if it works ?
How ? Their "3D Graphics Coordinate Systems" chapter is two short paragraphs with a picture of how they set up their axis, but nothing else. :-| (I did search the OpenGL webpage for both "angle" as well as "rotation" and found nothing relevant to my question)
That was why I had to pick my own angle directions and origins thereof. Camera movement works fine with them.
And yes, that Y=Up was what I implemented first and on what I based my Z=Up version, after which I noticed that the data I extracted from a game doesn't match up with it angle wise.
Hence my question. Any idea ?
Regards,
Rudy Wieser
I would investigate my environment graphically.
Part of the fun of your first attempts at three-space, is setting the Viewpoint.what you see in the frame won't make much sense, unless
the view point is in a good spot.
and then "watch" as you draw elements on the unit sphere.
Now I'm at a point where I want to make it conform to a/the standard,
and have done a few websearches for 3D coodinate systems and their
specifics.
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