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Coordinate systems

 

Home Where is Z?


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Introduction

In all 3D programs you will the notion of coordinate systems. These systems form a basis for which you define what a 3D point (x,y,z) really means. Internally in Racer, there are multiple coordinate systems; the world, the car, a tire, the surface, even texture bases for bumpmapping (in GPU shaders).

Racer's coordinate system

Racer uses OpenGL for rendering, and this had an impact on all the coordinates inside the software. This means that Z=forward, X=left and Y=up.

See the image below:

racer axes

car axes system

 

Racer is a vehicle simulation program, which means you'll encounter vehicle articles probably as you learn how to create cars for Racer. In regular vehicle dynamics, the vehicle axis system used is often that of SAE. This axis system uses: X=forward, Y=left, Z=up. So to convert from SAE to Racer coordinates you would follow these rules:

 


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(last updated November 13, 2012 )