Coordinatesystem

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TheGameMaker
Posts: 275
Joined: Fri May 12, 2006 6:37 pm
Location: Germany

Coordinatesystem

Post by TheGameMaker »

hmm... I´m wondering about the coordinatesystem of irrlicht. It seams like the position of a AnimatedMeshSceneNode is given in the format
(X Z Y) and the rotation in (roll pan tilt). Shouldn´t it normaly be (X Y Z) and (Roll Pan Tilt)?? Or ist there just a way around I still not found??
what do you think??
TGM
hybrid
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Post by hybrid »

Irrlicht's coordinate system is a left-handed one with Y pointing upwards. Maybe it's your mesh file format which requires some conversion for use in Irrlicht?
TheGameMaker
Posts: 275
Joined: Fri May 12, 2006 6:37 pm
Location: Germany

Post by TheGameMaker »

I´ve no problem with this, al my modells worke quite well, and i didn´t realised it, until i tried to move them. Its no problem, just some kind of unused to me.... and I was 9interested if there is a way to use a righthand system, caus i used it before.... but i think if you´r really boared you can multipli every lefthand vector with the given righthand matrix :lol:
Ok... think i´ll have to change my way of thinking....
TGM
Pepparn
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Joined: Sun Jun 18, 2006 6:29 am
Location: Sweden

Post by Pepparn »

I also wonder it there is a way to change to a right handed system, becase even when i use OpenGL it is lefthanded and ogl is righthanded. So i figure it must be some matrix you can set so it becomes right handed ?
elander
Posts: 193
Joined: Tue Oct 05, 2004 11:37 am

Post by elander »

You could make the parent of your scene a transformation node that inverts the direction of the z axis:

1 0 0 0
0 1 0 0
0 0 -1 0
0 0 0 0

Also directx uv mapping coordinates are the oposite of everything else for DirectX as usal. Microsoft plans to conquer the world by raising the confusion. :mrgreen:
TheGameMaker
Posts: 275
Joined: Fri May 12, 2006 6:37 pm
Location: Germany

Post by TheGameMaker »

yeah....Microsoft will lead us in chaos!!!
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