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Coordinate System and Units #2352

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helviett opened this issue Dec 2, 2023 · 2 comments
Open

Coordinate System and Units #2352

helviett opened this issue Dec 2, 2023 · 2 comments

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@helviett
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helviett commented Dec 2, 2023

Spec says:

glTF uses a right-handed coordinate system. glTF defines +Y as up, +Z as forward, and -X as right; the front of a glTF asset faces +Z.

Should it be +X as right?

@javagl
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javagl commented Dec 2, 2023

See #1640
And #2139
And #2149

We're in the process of trying to find a better wording/image. So even though this is a duplicate, we could as well leave this issue open for now...

@aaronfranke
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aaronfranke commented Dec 8, 2023

@helviett There is a bit of confusion with the wording because of the mixing of directions and sides (forward vs front and back vs rear).

In OpenGL, cameras face -Z. By convention, it is common for objects to face towards the camera (so they face +Z). In GLTF, this convention is codified as part of the standard. Meaning:

  • The forward direction is -Z, the back direction is +Z. This implies the left direction -X is and right direction is +X.
    • These directions are used for things like cameras, lights, etc.
  • The front side is +Z, the rear side is -Z. This implies the left side +X is and right side is -X.
    • These sides are used for oriented 3D assets like characters and many props.
    • For Blender where +Z is up, -Y is front and +Y is rear.
  • For non-oriented assets, like maps, use the cardinal directions instead: +X east, -X west, +Z south, -Z north.
    • For Blender where +Z is up, +Y is north and -Y is south.

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