Functions | |
void | Set_Handedness (const char *value) |
void | UnSet_Handedness (void) |
void Set_Handedness | ( | const char * | value | ) |
Changes the Cartesian world coordinate system from "left-handed" to "right-handed" and back again.
value | - Special constant---either "left" or "right". Uppercase versus lowercase does not matter; trailing blanks do not matter. |
A "right-handed" coordinate system is just the same, except that Z axis will be in the direction of your right hand's thumb. If the camera is set up with X and Y as above, the Z axis will point out of the screen.
To leave the X and Y axes alone, you're going to have to move the Camera. The default Camera is located at (0.0, 0.0, -5.0), with the up vector in the direction of (0.0, 1.0, 0.0), and aimed at (0.0, 0.0, 0.0). If you change to right-handed coordinates without touching the camera position, you will end up with the Z -axis going into the screen (since your camera is still sitting at negative Z looking towards positive Z). The Y -axis is still pointing up (because of the explicit Up Vector), and the X -axis is pointing to the left. You can change the camera position to (0.0, 0.0, +5.0), or some other suitable location, so that the X -axis will be to the right on the screen.
Reversing the handedness also changes the left-right sense of Dolly_Camera() , Orbit_Camera() , Pan_Camera() , Rotate_Object() , Translate_Object() , and the "polygon handedness" Heuristic. The relevant manual pages should be read appropriately.
void UnSet_Handedness | ( | void | ) |
Removes all settings established by a previous call to Set_Handedness().