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74 lines
No EOL
2.1 KiB
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<title>MOHAA - SDK</title>
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<b><u><font size=+2>Coordinate System Documentation</font></u></b>
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Last Updated: December 11, 2002
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<b>Translation</b>
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<br>
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<p>
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World coordinates in Medal of Honor: Allied Assault is arranged such that the plane formed by the X & Y axis is horizontal, with the Z axis pointing up from there. In the editor, this is represented with positive Y being up, and positive X to the right.
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<b>Example 1:</b>
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World coordinate axis
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<img src="Coordinate_system_documentation/1-1.jpg">
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<b>Rotation</b>
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<br>
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Rotation in Medal of Honor: Allied Assault uses a separate set of axis than the map coordinates use. Rotational vectors stored (X, Y, Z) represent (Pitch, Yaw, Roll).<br>
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You can think of the matrices returned by the game functions as returning 3 vectors: Forward, Left, and Up. Positive X rotation results in Forward to pitch downwards. Positive Y rotation results in Forward and Left to rotate counter-clockwise around Up. Positive Z rotation results in Left and Up to roll to the right around Forward. An angle of (0, 0, 0) looks positively along the X-axis, with the Y-axis going positively to the left, and the Z-axis going positively up.<br>
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<br>
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Game functions that change angles to a matrix or axis (AnglesToMat, AnglesToAxis) return a left-handed coordinate system. In world coordinates, (0,0,0) would produce:<br>
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</p>
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<pre>
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X | 1 0 0 |
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Y | 0 -1 0 |
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Z | 0 0 1 |
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</pre>
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Game functions that change angles to vectors (AngleVectors, Vector::AngleVectors) return a left-handed coordinate system, but as 3 directional vectors. This is convenient for dealing with relative motion to an object. (0, 0, 0) would produce:
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</p>
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<pre>
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forward [ 1 0 0 ]
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right [ 0 1 0 ]
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up [ 0 0 1 ]
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</pre>
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<b>Example 2:</b>
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Object rotation axis
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<img src="Coordinate_system_documentation/1-2.jpg">
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</body>
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<pre>
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<i><font color=blue>
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</font>
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</pre> |