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Add convention comparison chart to Introduction to 3D (#6307)
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Calinou authored Oct 21, 2022
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16 changes: 12 additions & 4 deletions tutorials/3d/introduction_to_3d.rst
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Expand Up @@ -137,15 +137,23 @@ floating-point precision issues (and thus, glitches or artifacts) in
delicate areas such as rendering or physics. Make sure your artists
always work in the right scale!

The Y coordinate is used for "up", though for most objects that need
alignment (like lights, cameras, capsule collider, vehicle, etc.), the Z
axis is used as a "pointing towards" direction. This convention roughly
means that:
The Y coordinate is used for "up". As for the horizontal X/Z axes, Godot uses a
**right-handed** coordinate system. This means that for most objects that need
alignment (such as lights or cameras), the Z axis is used as a "pointing
towards" direction. This convention roughly means that:

- **X** is sides
- **Y** is up/down
- **Z** is front/back

See this chart for comparison with other 3D software:

.. figure:: img/introduction_to_3d_coordinate_systems.webp
:align: center
:alt: 3D coordinate systems comparison chart

Image by `Freya Holmér <https://twitter.com/FreyaHolmer>`__

Space and manipulation gizmos
-----------------------------

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