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Add synonyms for transform relative vectors #1663
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The thing is that these names only make sense if your camera is mounted on the Y-axis. I have a project where I mostly care about the XY position of things and have chosen a Z-oriented camera, so I lay out my entities in the XY plane. I found this image when looking for what other engines do, and it seems to be very split: https://www.techarthub.com/wp-content/uploads/coordinate-comparison-chart-full.jpg. Do we want to force the decision of whether Y or Z is up? |
Bevy is right-handed y-up from https://discord.com/channels/691052431525675048/743663924229963868/793179969806270515:
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Fixes bevyengine#1663. I think the directions are correct (same as [here](https://docs.godotengine.org/en/stable/classes/class_vector3.html?highlight=forward#constants)), but please double check because I might have mixed them up. Co-authored-by: guimcaballero <guim.caballero@gmail.com> Co-authored-by: Guim Caballero <guim.caballero@gmail.com>
Fixes bevyengine#1663. I think the directions are correct (same as [here](https://docs.godotengine.org/en/stable/classes/class_vector3.html?highlight=forward#constants)), but please double check because I might have mixed them up. Co-authored-by: guimcaballero <guim.caballero@gmail.com> Co-authored-by: Guim Caballero <guim.caballero@gmail.com>
What problem does this solve or what need does it fill?
Clearly communicates to users (and readers of code) how to point in various directions.
What solution would you like?
Add synonyms for
local_x
etc asleft
...What alternative(s) have you considered?
Clearly document which direction the
local_*
directions point to. This is only a partial solution though, because the code is still much more challenging to read.Additional context
Godot uses the same coordinate system and implements the constants linked here that we should borrow convention from.
Partial fix of #501.
Tried and failed in #1300 due to confusion; noticed in #1465 and corrected in #1476.
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