Space Engineers
X Y Z Positions
Which is height?

Trying to teleport myself straight up into space so I just want to height
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Показані коментарі 19 із 9
Well... it's a bit more complicated than that. Z is typically the "up and down" axis, but since the coordinates are based on the whole world and not the planet or even the place you're standing, Z is not necessarily up.
It's Z I believe. Just like in a normal 3 dimensional system. But then again: Space, where is up?
Автор останньої редакції: Voelkar; 26 лют. 2016 о 14:01
Цитата допису Dome:
It's Z I believe. Just like in a normal 3 dimensional system. But then again: Space, where is up?
If the planet's "axis" is aligned with the world grid's Z axis, then +Z is only "up" if you're standing on the planet's north pole.

If you're on the equator, +Z is north and -Z is south.

Make sense?
Цитата допису VanGoghComplex:
Цитата допису Dome:
It's Z I believe. Just like in a normal 3 dimensional system. But then again: Space, where is up?
If the planet's "axis" is aligned with the world grid's Z axis, then +Z is only "up" if you're standing on the planet's north pole.

If you're on the equator, +Z is north and -Z is south.

Make sense?
Why are you telling me this. I didn't ask a question here :) OP did. Or was I wrong with something?
Huh? It depends upon your orientation in relation to the origin of the world. Mark you present position with a waypoint by Create Waypoint from Current Position. Then Mark the Origin with a waypoint by creating a New Waypoint at 0,0,0.

You'll need at least one more waypoint to do any calculation using the pathagreom theorem to determine a waypoint that is at a 90 degree angle straight up.
Agreed. There is a global Z value, but when you're standing on a planet (or even a ship), the "up" axis will be very different.

I'm not at all familiar with how Space Engineers handles transformation of coordinates, but generally you want to find what's called the World to Local transform. This will convert your frame of reference from the absolute global X/Y/Z values and convert them into the localized versions which are relative. In that case, it would just be a simple patter of incrementing Z (assuming SE uses that as the up vector, it could use Y instead), and then converting those coordinates back into world space.

If someone can point me to the API for 3D math in SE I could probably whip up some pseudo code to show how to do that.
Цитата допису Dome:
Цитата допису VanGoghComplex:
If the planet's "axis" is aligned with the world grid's Z axis, then +Z is only "up" if you're standing on the planet's north pole.

If you're on the equator, +Z is north and -Z is south.

Make sense?
Why are you telling me this. I didn't ask a question here :) OP did. Or was I wrong with something?
Sorry Dome, wasn't responding directly to you, more springboarding off your comment. =)
Right = +X
Left = -X
Up = +Y
Down = -Y
Foward = -Z
Backward = +Z

That is how the directions are handled. But that is also the "local space".
In "world space" things can be different due to different orientations.

That means if you are at some positon p with (xp, yp, zp) the point (xp, yp+1, zp), even though it has an offset of (0, 1, 0) and thus +Y = up, could be any other orientation in local space for that object at position p. (Think of reference frames)
Though i guess that isnt the question here. If it was that, you need to go deeper into matrices and vector/matrix transformations.
Автор останньої редакції: plaYer2k; 26 лют. 2016 о 14:32
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Опубліковано: 26 лют. 2016 о 13:58
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