Coordinates: Difference between revisions
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Tip:SDK tools generally align coordinates so that the camera is looking down the -Y axis, since this tends to have the effect of making the item in question face you. Remember that this makes X appear reversed.
Tip:'Global coordinates' refer to the coordinates of the world. All other coordinate systems are 'local coordinates' of an entity.
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Coordinates in Source are <code>(<span style="color:red;font-weight:bold;">X</span>,<span style="color:green;font-weight:bold;">Y</span>,<span style="color:blue;font-weight:bold;">Z</span>)</code>, where X is right, Y is forward, and Z is up. <code>(0,0,1)</code>, for example, is a point one [[unit]] directly above the origin. | Coordinates in Source are <code>(<span style="color:red;font-weight:bold;">X</span>,<span style="color:green;font-weight:bold;">Y</span>,<span style="color:blue;font-weight:bold;">Z</span>)</code>, where X is right, Y is forward, and Z is up. <code>(0,0,1)</code>, for example, is a point one [[unit]] directly above the origin. | ||
Coordinates are often stored alongside a set of rotation [[angle]]s. | |||
{{tip|SDK tools generally align coordinates so that the camera is looking down the -Y axis, 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 the -Y axis, since this tends to have the effect of making the item in question face you. Remember that this makes X appear reversed.}} | ||
{{tip|'Global coordinates' refer to the coordinates of the [[world]]. All other coordinate systems are 'local coordinates' of an entity.}} | |||
== See also == | == See also == |
Revision as of 15:25, 14 January 2009
Coordinates are used to store locations. They are represented as groups of numbers, one per dimension, which taken together can be used to find a location on a grid (or, less commonly, a line). Each value is relative to the current origin.
Coordinates in Source are (X,Y,Z)
, where X is right, Y is forward, and Z is up. (0,0,1)
, for example, is a point one unit directly above the origin.
Coordinates are often stored alongside a set of rotation angles.

