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Personal development 3 d application for more than a month to confusion

Time:09-23

Tip: I am using threeJs, these things are the position, rotate, scale, quaternion matrix basic understanding, - simple - knew the geometric meaning of matrix and the quaternion (read the book of a few weeks, the title - 3 d mathematical basis: graphics and game development ~ ~)

1, when the export car model is imported into the game scenario, the position of the eyes to see the car is decided by who (position, rotate, scale, quaternion?)?
(I have a question, import a car, its positio and worldPosition obviously are not correct position -- -- -- -- -- & gt; I painted in the game x, y, z axis)
(I want to give the car to add a child object, for example: a cube cube1, on top of the car set cube1 position coordinates to,5,0: (0), I thought: this cube1 should be in the top of the car, however cube1 ran to the distant location)

2, the game coordinate system?

Game starts in the code will create a scene object, 3 d object by scene. The add () added to the game,
Scene itself is a 3 d object, other objects are under it,
Coordinate system of the whole game? The object coordinate system is the scene? I feel yes, is it?

3, whether to have a great god can recommend books principle of the game, or a good blog

Thank god!

CodePudding user response:

Regarding question 1, manual into scene model, location is bad to say, but you can adjust the inspector inspect mouth his transform information, not sure if is to Load position (//loaded object position and will be set as the origin GameObject obj=Instantiate (Resources. The Load (" ")) as GameObject. Obj. The transform. The position=Vector3. Zero) , the position is set to precast when the position of the body,

CodePudding user response:

About question 2, unity3D coordinate system is divided into themselves and the world, its own (Space. The Self) based on their own coordinates of the origin, the world (Space. The Word) is in the world the origin (Vectory. Word) as the origin
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