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19 Ιουν 2017 · THREEJS: Matrix from Z-Up Coordinate System to Y-Up Coordinate System. This method just change the object or mesh y and z vertices but if I rotate it around y axis it rotates around the traditional y axis.
Sure, you can make up your own coordinate system, as you always can, but set your transform matrices to the identity, or anything that only has scaling and translation, and your Z axis will be perpendicular to the screen and your Y axis will be vertical.
3 ημέρες πριν · This mode lets us define an axis (X, Y, Z) and a rotation angle (W) around that axis. If we define the rotation using interactive rotations (with the rotation gizmo), the values of X, Y and Z will not exceed 1.0 in absolute value, and W will be comprised between 0 and 180 degrees.
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The most common choices for axis or rotation are the coordinates axes, that is, the x-axis, the y-axis, or the z-axis. Sometimes, however, it’s convenient to be able to use a different line as the axis.
Note that a negative value for near puts the near clipping plane on the positive z-axis, which is behind the viewer. An orthographic projection can be set up in OpenGL using the glOrtho method, which is has the following form: glOrtho( xmin, xmax, ymin, ymax, near, far );
20 Σεπ 2013 · Axes XYZ. Looking at the Wings 3D workspace, you can see the red, blue, and green lines that represent the X,Y, and Z axes. In Wings 3D, Y is up and down, X is side to side, and Z is front to back. These three axes are commonly used to define the active axis for moving, scaling, or rotating a model.