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In the spec, under the "Coordinate System and Units" section:
glTF uses a right-handed coordinate system, that is, the cross product of x and y yields z.
The cross product of (1,0,0) and (0,1,0) always yields (0,0,1), by mathematical construction. The distinguishing feature is that glTF uses the "right hand rule" to orient the positive-Z axis relative to the XY plane.
There must be a more concise way to state this, but with a "flat" right hand, fingers extended, if you point your fingers towards the positive-X and point your palm towards the positive-Y, then your thumb points towards the positive-Z. A "left-handed" coordinate system follows essentially the same rule, except it uses the "left hand" instead of the "right hand".
The spec could probably be improved by changing the quoted sentence to:
glTF uses a right-handed coordinate system, as is used by OpenGL.
In the spec, under the "Coordinate System and Units" section:
The cross product of (1,0,0) and (0,1,0) always yields (0,0,1), by mathematical construction. The distinguishing feature is that glTF uses the "right hand rule" to orient the positive-Z axis relative to the XY plane.
There must be a more concise way to state this, but with a "flat" right hand, fingers extended, if you point your fingers towards the positive-X and point your palm towards the positive-Y, then your thumb points towards the positive-Z. A "left-handed" coordinate system follows essentially the same rule, except it uses the "left hand" instead of the "right hand".
The spec could probably be improved by changing the quoted sentence to:
Reference: https://www.evl.uic.edu/ralph/508S98/coordinates.html
It is probably also worth explicitly noting whether positive rotation is clockwise or counterclockwise to the axis of rotation.
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