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.
Note:In world, X axis is east and Y axis is north. In Studiomdl Data, X axis is north and Y axis is east.
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 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 forward/East, Y is left/North, and Z is up. <code>(0,0,1)</code> 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 forward/East, Y is left/North, and Z is up. <code>(0,0,1)</code> is a point one [[unit]] directly above the origin. | ||
Source is using right handed coordinate system. | |||
Coordinates are often stored alongside a set of rotation [[angle]]s. | Coordinates are often stored alongside a set of rotation [[angle]]s. |
Revision as of 09:42, 14 November 2023
Coordinates are used to describe locations. Each one is a group of "ordinate" numbers which taken together can be plotted on a grid, one ordinate per dimension.
Coordinates in Source are (X,Y,Z)
, where X is forward/East, Y is left/North, and Z is up. (0,0,1)
is a point one unit directly above the origin.
Source is using right handed coordinate system.
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)
. It is the mathematical centre from which local coordinates are relative. It is rarely the centre of the visible object, however.
