- Origin is viewer’s eye
- DirectX left-handed camera-like coordinate system +X = right, +Y= up, +Z front
- Unit meter
- Same as Example 1
The simulator’s coordinate system is Z-mirrored because of the other handedness, so the resulting Z axes must be negated. Scale is 1000 to VIOSO.
The pivot (rotation center) is 750mm below model origin, so a position input of (0,0,0) must become (0,-750,0) this is realized by setting t=(0,-750,0). This is always model coordinates.
Eye is in IG coordinates. So set it to (-0.35,0.6,0)
Again don’t forget to set
as we want “straight ahead” always in user’s view direction.