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@@ -137,15 +137,23 @@ floating-point precision issues (and thus, glitches or artifacts) in
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delicate areas such as rendering or physics. Make sure your artists
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always work in the right scale!
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-The Y coordinate is used for "up", though for most objects that need
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-alignment (like lights, cameras, capsule collider, vehicle, etc.), the Z
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-axis is used as a "pointing towards" direction. This convention roughly
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-means that:
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+The Y coordinate is used for "up". As for the horizontal X/Z axes, Godot uses a
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+**right-handed** coordinate system. This means that for most objects that need
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+alignment (such as lights or cameras), the Z axis is used as a "pointing
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+towards" direction. This convention roughly means that:
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- **X** is sides
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- **Y** is up/down
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- **Z** is front/back
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+See this chart for comparison with other 3D software:
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+
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+.. figure:: img/introduction_to_3d_coordinate_systems.webp
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+ :align: center
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+ :alt: 3D coordinate systems comparison chart
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+
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+ Image by `Freya Holmér <https://twitter.com/FreyaHolmer>`__
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+
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Space and manipulation gizmos
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