Coordinates: Difference between revisions
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Note:'Global' or 'absolute' coordinates refer to the coordinates of the world. All other coordinate systems are 'local' to an entity.
Tip:SDK tools generally align coordinates so that the camera is looking down Y, since this tends to have the effect of making the item in question face you. Remember that this makes X appear reversed.
Tip:There can be multiple origins within the same entity: its own origin, the origin of its model, etc. Each origin defines its own local coordinate system relative to its parent.
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Coordinates are often stored alongside a set of rotation [[angle]]s. | Coordinates are often stored alongside a set of rotation [[angle]]s. | ||
{{note|'Global coordinates | {{note|'Global' or 'absolute' coordinates refer to the coordinates of the [[world]]. All other coordinate systems are 'local' to an [[entity]].}} | ||
{{tip|SDK tools generally align coordinates so that the camera is looking down Y, since this tends to have the effect of making the item in question face you. Remember that this makes X appear reversed.}} | {{tip|SDK tools generally align coordinates so that the camera is looking down Y, since this tends to have the effect of making the item in question face you. Remember that this makes X appear reversed.}} |
Revision as of 14:41, 11 April 2009
Coordinates are used to describe locations. They are represented as groups of numbers, one per dimension, which taken together can be plotted on a grid.
Coordinates in Source are (X,Y,Z)
, where X is right, Y is forward, and Z is up. (0,0,1)
is a point one unit directly above the origin.
Coordinates are often stored alongside a set of rotation angles.


Origin
The origin of an object is the point at which its local coordinates are (0,0,0)
. This is the 'centre' from which all other local coordinate values are relative.

See also
- Wikipedia:Coordinate system
- $origin and $autocenter (for models)