TGEA Coordinate system
by Jeremiah Fulbright · in Torque Game Engine Advanced · 12/29/2007 (10:23 am) · 5 replies
I am curious what Coordinate System TGEA implements, since in TGE it was previously OpenGL renderer, so things might be a bit different now.
LeftHand (+X = Right, +Y = Up, +Z = Forward)
or
RightHand (+X = Right, +Y = Up, +Z = Backwards/Towards Object)
LeftHand (+X = Right, +Y = Up, +Z = Forward)
or
RightHand (+X = Right, +Y = Up, +Z = Backwards/Towards Object)
#2
The projection matrix applies a rotation and negates the z-axis in order to convert to a left-handed system.
So, you have to be very careful with rotations for objects that are going to be projected into screen space and those that aren't (the first uses left-handed rotations and the second uses right).
Todd
edit for a typo
12/29/2007 (11:07 am)
I should have pointed out one more thing...The projection matrix applies a rotation and negates the z-axis in order to convert to a left-handed system.
So, you have to be very careful with rotations for objects that are going to be projected into screen space and those that aren't (the first uses left-handed rotations and the second uses right).
Todd
edit for a typo
#3
In the case of a transform, what columns would represent forward and up. Position comes off of 3, but I'm not super familiar with a majority of the matrix math.
12/29/2007 (3:53 pm)
Okay, that makes some sense...In the case of a transform, what columns would represent forward and up. Position comes off of 3, but I'm not super familiar with a majority of the matrix math.
#4
Column 0 = x-axis = right
Column 1 = y-axis = forward
Column 2 = z-axis = up
Todd
edited for correctness
12/29/2007 (6:07 pm)
Hey Jeremiah, Column 0 = x-axis = right
Column 1 = y-axis = forward
Column 2 = z-axis = up
Todd
edited for correctness
#5
12/29/2007 (9:39 pm)
Ah, great.. thanks so much
Torque Owner William Todd Scott