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giuseppe500
08-05-2010, 07:48 AM
Hy.
I have create a collada importer , in opengl.
Now I'm try to export in collada from 3ds , but how are the opengl coords?Right hand or left hand(I think right hand) ?
I suppose that in 3ds i have a cordinate system that is not equal to opengl , how i can adapt the axis?

Thanks.

Rosario Leonardi
08-05-2010, 01:08 PM
openGL -> Maya, Blender, XSI Right handed (Y up, X on the right, Z toward you)
directX -> 3dStudio Max Left handed (Z up, X on the right, Y away from you)

To convert from Right to Left handed Swap Y with Z and negate the Z. Alternatively you can rotate by -90 deg on the X axis.

DmitryM
08-05-2010, 01:20 PM
I might be missing something, but none of your two methods seem to change the handiness of the coordinate space.

The handiness is Right when dot(Z, cross(X,Y)) == 1.
The handiness is Left when ... == -1

Any of the following operations switch your handiness (in general):
1. multiplying any axis by -1
2. swapping any two axis

1. "Swap Y with Z and negate the Z" will switch twice, hence leaving the handiness, but screwing the coordinates
2. "rotate by -90 deg on the X axi" will not change the handiness

Rosario Leonardi
08-05-2010, 01:52 PM
Method 1 and 2 are equivalent
Swap Y with Z and negate the Z is like multiplying by
1 0 0 0
0 0 1 0
0 -1 0 0
0 0 0 1
that is the rotation matrix on X axis with alpha -90. No screwed coords.

Then I suppose it a matter of habits, I always associate Max with directX, sorry. :D

Max have Z up and Y away from you. It's a right handed system
DirectX use a left handed, Y up and Z away from you.

So, to recap. 3DS models are only rotated.

DmitryM
08-05-2010, 02:19 PM
Your matrix does *not* change handiness of a coordinate system.

"Rotations preserve handedness because they cannot change the ordering of the axes"
Taken from http://en.wikipedia.org/wiki/Rotation_matrix

Rosario Leonardi
08-05-2010, 04:21 PM
Question:
"I suppose that in 3ds i have a cordinate system that is not equal to openGL , how i can adapt the axis?"

Solution:
"Max have Z up and Y away from you. It's a right handed system
So, to recap. 3DS models are only rotated."

He don't want to swap from left handed to right handed. I'm sorry if I made a bit of confusion, but 3DS Max is the only (BIG) program in the world that use Z up. :-S