Hello:
I noticed this unusual location of the "handle" used to manipulate orientation of 3D models via ADE's GUI when working with Alpha-19.
I always used Instant Scenery in FS2Kx versions of FS prior to P3Dv4.x, so did not notice this issue when ADE implemented 2D footprints.
In ADE-19 for MSFS-2020, I placed '
Generic_Hangar12' at a known location as a Q+D place-holder for a future hangar soon to be built IRL.
I was subsequently baffled why a "handle" used to manipulate 3D model Heading in ADE was:
* Positioned physically too close to the 3D model (within the area of its derived 2D footprint ...rather than
visibly offset to its "Front" Face)
...
and:
* Positioned opposite to its Left (South) 3D Face ...rather than its "Front" Face (we need to know a 3D model's "Front" to set its Heading
)
Here are some screenshots illustrating what I encountered working with this particular default Asobo default MSFS-2020 3D model via ADE:
And, of course, I was also baffled why Asobo would utilize 3D models oriented in a way that is IIUC, not MS DirectX Direct3D compliant.
Thankfully, Jon already implemented a "
-180 degree" fix in ADE for Asobo's arbitrary 3D model Axis 'preference' when placing Windsocks.
Although I recall reading that Asobo had changed the 3D world Axis assignment from the Microsoft DirectX standard used by MS' FS SDKs (reportedly based on Asobo's arbitrary preference for a 3D modeling application using a different 'option' for 3D Axis orientation than Direct3D),
Typically 3D graphics applications use two types of Cartesian coordinate systems: left-handed and right-handed.
docs.microsoft.com
Unlike a 2D sprite in a 2D environment, a 3D model in a 3D environment has an orientation which includes what can be called a forward facing direction.
webdva.github.io
Direct3D 11 Graphics
docs.microsoft.com
Direct3D 12 provides an API and platform that allows apps to take advantage of the graphics and computing capabilities of PCs equipped with one or more Direct3D 12-compatible GPUs.
docs.microsoft.com
[
EDITED]
NOTE: MCX imports, interprets, and renders the 3D model in Asobo's arbitrary orientation with:
* 'Front' Face oriented to a Cartesian Coordinate System 'Heading' of 270 Degrees (
West aka "
X-"); AFAIK this is
NOT aka "
Facing the Camera"
[
END_EDIT]
Notice in MCX, 3D model BoundingBox unit sizes compared to positioning of the "handle" used to manipulate 3D model orientation in ADE.
Although Sketchup renders via OpenGL, a MCX Collada
*.DAE export of Asobos' 3D model is compatibly oriented for MS' DirectX Direct3D:
FYI: Sketchup renders 3D models using a
left-handed coordinate system.
[
EDITED]
(
NOTE: Corrected screenshot showing a MCX Collada
*.DAE export with
*.DDS- converted to
*.PNG- texture Materials for Sketchup display)
https://www.fsdeveloper.com/forum/t...s-and-their-altitude-point.353776/post-548995
[
END_EDIT]
MSFS-2020 render of Asobo's "Generic_Hangar12" placed with a manually assigned heading via ADE-19.
AFAIK, in MS-FS (including FS2Kx versions),
all 3D objects "should" be modeled by 3D modeling applications ...in this way;
* DirectX Direct3D compliant and compatible with all existing MS-FS SDK standards, using a
left-handed coordinate system:
* 3D volume
base on ground plane, and Central Datum (aka "Origin")
centered on the Origin of Axes in 3D modeling application's work-space
* 'Front' Face oriented to a Cartesian Coordinate System 'Heading' of 0 Degrees (
North aka "
Y+"); AFAIK this is aka "
Facing the Camera"
I hope this helps with better understanding what one may see working with the current build of ADE-19
.
I also hope this helps with better understanding what one may see working with the current build of Asobo's 3D models
.
GaryGB