Is there any way in which I can get a vector or reference to the direction in which irrlicht considers 0 degrees around the y axis?
Oh, and when people draw vectors, isn't Z usually in the up direction? Am I mistaken or for irrlicht is Y in the up direction and X and Z are on the horizontal plane?
Getting the direction of y=0 degrees
Getting the direction of y=0 degrees
"The reputation of a thousand years may be determined by the conduct of one hour."
-Japanese Proverb
-Japanese Proverb
>Is there any way in which I can get a vector or reference to
> the direction in which irrlicht considers 0 degrees around the y axis?
Sorry, but i don't get what you need. Is it y axis vector - [0,1,0] ?
> Oh, and when people draw vectors, isn't Z usually in the
> up direction? Am I mistaken or for irrlicht is Y in the up direction and X
> and Z are on the horizontal plane?
Yes, it's how it's in irrlicht.
> the direction in which irrlicht considers 0 degrees around the y axis?
Sorry, but i don't get what you need. Is it y axis vector - [0,1,0] ?
> Oh, and when people draw vectors, isn't Z usually in the
> up direction? Am I mistaken or for irrlicht is Y in the up direction and X
> and Z are on the horizontal plane?
Yes, it's how it's in irrlicht.
Tomasz Nowakowski
Openoko - www.openoko.pl
Openoko - www.openoko.pl
I've never seen a program where the Z axis is up. If you check Anim8r, for example, Y is up. This is the same in MilkShape, DarkBasic, and others.
It makes more sense to me that Y is up. When working in 2D, you only have X and Y. In 3D, the extra dimension is just added making X Y and Z, where Z is the new depth.
It makes more sense to me that Y is up. When working in 2D, you only have X and Y. In 3D, the extra dimension is just added making X Y and Z, where Z is the new depth.
In Poland in most cases we use axis like in irrlicht. But actualy it doesn't matter which axis go where, it's not standarized.
Tomasz Nowakowski
Openoko - www.openoko.pl
Openoko - www.openoko.pl
@Warui: sorry, I need to relearn my vectors, so if what I say is exactly what you said, don't think I'm a fool or anything .
Okay, so, draw a circle on a piece of paper with a dot in the middle. Now, imagine that you are looking at something from the top and when that thing rotates it will be changing its rotation around the y axis. Now draw a line from the point to directly up to the edge of the circle. I call that line 0 degrees.
I'm going to be needing to find the position of the camera on the circle around the point, and that would be okay if I had the degrees around the circle from what I call 0 degrees.
EDIT: Also, since I have found that I do not know, what is the up vector for the camera?
Okay, so, draw a circle on a piece of paper with a dot in the middle. Now, imagine that you are looking at something from the top and when that thing rotates it will be changing its rotation around the y axis. Now draw a line from the point to directly up to the edge of the circle. I call that line 0 degrees.
I'm going to be needing to find the position of the camera on the circle around the point, and that would be okay if I had the degrees around the circle from what I call 0 degrees.
EDIT: Also, since I have found that I do not know, what is the up vector for the camera?
"The reputation of a thousand years may be determined by the conduct of one hour."
-Japanese Proverb
-Japanese Proverb