1. Basic Scene Objects and Coordinate System
Basic Scene Objects#
In terms of UNIGINE, node is a basic type from which all types of scene objects are inherited. Some of them appear visually: Objects, Decals, and Effects they all have surfaces to represent their geometry (mesh), while others (Light Sources, Players, etc.) are invisible.
Each node has a transformation matrix, which encodes position, rotation, and scale of the node in the world.
All scene objects added to the scene regardless of their type are called nodes.
Coordinate System#
The 3D space in Unigine is represented by the right-handed Cartesian coordinate system: X and Y axes form a horizontal plane, Z axis points up. When exporting an animation from 3D editors, Y is considered a forward direction.
Positive rotation angle sets the rotation counterclockwise. It corresponds to the right-hand rule: if you set right hand thumb along the axis, other fingers wrapped will show rotation direction.
Additional information:
- For more information on UNIGINE node types, see Built-in Node Types page.
- For more information on managing nodes via API, see Nodes classes page.