Difference between revisions of "Coordinate systems"

From VDrift
Jump to: navigation, search
(Current system first, bullets instead of code blocks.)
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
 +
==Coordinate system==
 +
Currently, the .car files use the following coordinate system for all parameters:
 +
* car x = right & left, negative being left
 +
* car y = forward & back, negative being back
 +
* car z = up & down, negative being down
 +
 +
This coordinate system was picked because it matches the blender coordinates.  To use this coordinate system, specify "version = 2" in the .car file.
 +
 
==Coordinate system version 1 (outdated)==
 
==Coordinate system version 1 (outdated)==
 
Previous to code revision 2196, the .car files all used mixed coordinate systems.
 
Previous to code revision 2196, the .car files all used mixed coordinate systems.
  
* blender coordinate system
+
* blender coordinate system
car x = right & left, negative being left
+
** car x = right & left, negative being left
car y = forward & back, negative being back
+
** car y = forward & back, negative being back
car z = up & down, negative being down
+
** car z = up & down, negative being down
  
* .car file: mass positioning (same as blender)
+
* .car file: mass positioning (same as blender)
car x = right & left, negative being left
+
** car x = right & left, negative being left
car y = forward & back, negative being back
+
** car y = forward & back, negative being back
car z = up & down, negative being down
+
** car z = up & down, negative being down
  
* .car file: wheel positioning (tested on Front Right wheel)
+
* .car file: wheel positioning (tested on Front Right wheel)
wheel x = forward and back, negative being back
+
** wheel x = forward and back, negative being back
wheel y = left and right, negative being right
+
** wheel y = left and right, negative being right
wheel z = up and down, negative being down
+
** wheel z = up and down, negative being down
  
* .car file: view positioning (same as wheel)
+
* .car file: view positioning (same as wheel)
view x = forward & back, negative being back
+
** view x = forward & back, negative being back
view y = right & left, negative being right
+
** view y = right & left, negative being right
view z = up and down, negative being down
+
** view z = up and down, negative being down
  
==Coordinate system version 2==
+
[[Category:Cars]]
As of code revision 2196, the .car files can optionally use the following coordinate system for all parameters:
+
[[Category:Tracks]]
car x = right & left, negative being left
+
[[Category:Historical]]
car y = forward & back, negative being back
+
[[Category:Reformat]]
car z = up & down, negative being down
 
 
 
This coordinate system was picked because it matches the blender coordinates.  To use this coordinate system, specify "version = 2" in the .car file.
 

Revision as of 13:24, 12 December 2010

Coordinate system

Currently, the .car files use the following coordinate system for all parameters:

  • car x = right & left, negative being left
  • car y = forward & back, negative being back
  • car z = up & down, negative being down

This coordinate system was picked because it matches the blender coordinates. To use this coordinate system, specify "version = 2" in the .car file.

Coordinate system version 1 (outdated)

Previous to code revision 2196, the .car files all used mixed coordinate systems.

  • blender coordinate system
    • car x = right & left, negative being left
    • car y = forward & back, negative being back
    • car z = up & down, negative being down
  • .car file: mass positioning (same as blender)
    • car x = right & left, negative being left
    • car y = forward & back, negative being back
    • car z = up & down, negative being down
  • .car file: wheel positioning (tested on Front Right wheel)
    • wheel x = forward and back, negative being back
    • wheel y = left and right, negative being right
    • wheel z = up and down, negative being down
  • .car file: view positioning (same as wheel)
    • view x = forward & back, negative being back
    • view y = right & left, negative being right
    • view z = up and down, negative being down