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Add convention comparison chart to Introduction to 3D (#6307)

Hugo Locurcio 2 жил өмнө
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085cd91a59

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tutorials/3d/img/introduction_to_3d_coordinate_systems.webp


+ 12 - 4
tutorials/3d/introduction_to_3d.rst

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