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DarkBASIC Professional Discussion / Axis Orientation in DBP

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Firesea
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Posted: 15th Apr 2003 01:07
Well, I've enjoyed the DBP demo, bought the official version expecting the manual to explain the coordinate system that it employs. From programs I've written, it appears that the x axis positive is left to right (on the screen 2D mode), the Zaxis is vertical (positve at the top) and Y into the screen.

Is this correct? I'm use to primarily using the Z axis for height, not the y.

Can I assume the camera, and other functions employ the same orientation? Unless the axis are flipped (I remember a command to this effect)

Firesea
Shadow Robert
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Posted: 15th Apr 2003 01:34
no...
if you export from 3D Studio Max, then this is true - but only because they use a weird rotation system (and i've never figured out why!)

X is the Left<->Right
Y is the Top<->Bottom
Z is the Front<->Back

(positive first ofcourse)
and this is based on the initial orientation of the objects Axis.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Firesea
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Posted: 15th Apr 2003 01:37
The only unusual thing is if I generate a matrix, position at 0,0,0 then the "height" is the Y axis once I rotate to an isometric view. I was expecting the Z axis for height. Is this the norm?

Thanks Raven for the reply
Muddleglum
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Posted: 16th Apr 2003 01:54
being of simple mind , when faced by a list of DB co-ords and lapse of memory, I recall axes by associating thus:-
x is across... i.e. 'x' is a 'cross' ..er.. if you get it?
and y looks a bit like an arrow that points 'down'

which means z must be the one left for 'away' into distance .

Hurray for simple minds.

With an isometric view, an object movement in y (up/down) could APPEAR to be a movement in distance away when 3d is translated to the 2d screen. Try a test object and move it along either axis to see the different efect.

Actually I remember seeing some simulators that refer to the 'z axis' as being up/down in the 3d world. There must be a old or alternate convention that hangs on in some areas.

cheers
Shadow Robert
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Posted: 16th Apr 2003 03:23
Muddle has nothign to do with X being for Across... its more to do with the fact that X Y are the general math terms given to grids

X being the Horizontal
Y being the Vertical
within 3D we add the variable Z as the Depth

so when you position object it is position object [object],[X],[Y],[Z] which is the normal as opposed to 3D Studio Max's
X Z Y setup for Width, Height, Depth.

as i said it can be confusing because they never conformed to standard setups unlike almost every other 3D Package on the planet lol ... i mean you always has to have one awkard bugger don't ya?

hope that helps out

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
madbilly
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Posted: 16th Apr 2003 03:43
What MuddleGlum was suggesting was an easy way to remember the which axis was which, not an explanation of why they are what they are. I can't remember what they are but another one for the colours of the spectrum is as follows:

Richard Red
Of Orange
York Yellow
Gave Green
Battle Blue
In Indigo
Vain Violet

There's another one for the points on a compass in a clockwise direction:

Never Eat Shredded Wheat (please don't sue me Nestle!)

and for remembering trigonetry there is possibly the best one of all time:

Thousands Of Abortions (tan = oppp/adj) Come After Having (cos = adj/hyp) Sex On Holiday (sin = opp/adj)!!!

There is another one for trigonometry but it didn't stick in the mind so well at the age of fifteen as that one did!
Firesea
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Posted: 16th Apr 2003 15:38
Sin angle= Oscar (Opposite)/ Had (Hypotenuse)
Cos Angle = A(adjacent)/ Hunk (Hypotenuse)
Tan Angle = Of (Opposite)/ Apples(Adjacent)

Sorry for all the confusion - guess I should of simply asked if the axis follow the convention of right hand rule. Different systems utilize different rules.

Once watched a guy in college during a calculus test work his entire test figuring out the axis orientation for the problems with his left hand... he didn't pass.

Firesea
madbilly
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Posted: 16th Apr 2003 15:51
That's well bad! Bet you spent the whole exam going "Poor sod, if only I could tell him..."
Muddleglum
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Location: New Zealand
Posted: 17th Apr 2003 02:57
Thanks madbilly for the recognition of my intent !
But also, i just looked back at an incredibly 'maths expert' flight sim PDF essay and he claims without doubt that the z axis is 'normally' the up /down of the model and world. Maybe it is common only to flight sim 'buffs'.

Who cares . I'm grateful for the DB approach .. as Raven says ,it ties into the common 2d graph x/y . Be hard to get out of the brain now.

cheers

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