In an abstract 3-D space, such as that found in
a 3-D computer graphics application, there is no gravity, and so there
is no natural meaning to up and down, left or right, forward or backward.
We simply have a pure Cartesian space of 3-D
dimensions (named for the great philosopher and
mathematician Rene Descartes), and call the dimensions X, Y and Z.
We
choose a point in this space and call it the
origin. As the origin, it is the location where X=0, Y=0 and Z=0,
and the point is
designated as (0,0,0). We run 3 axes right
through this point, the X, Y and Z axes, each perpendicular to the other
two.
Now we can designate the exact location of any
point in our space relative to the origin. For example, a point at
(3,2,1) can be reached by starting at the origin (0,0,0) moving 3 units
of length (perhaps inches) in the X direction, then moving 2 units in the
Y direction, and finally 1 unit in the Z direction. The numbers are
called "coordinates" and therefore the defined space is called a 3-D coordinate
space. The coordinates can be negative and positive.
Although the 3-D coordinate space in a computer
application is a mathematical abstraction, our human experience guides
it
quite a bit. In the vast majority of objects
and scenes you will develop, the direction of up and down will be evident
and
distinct from the other axes. In most applications
the X dimension is horizontal to the gravitational sense of the scene.
It is the
horizon. Positive X values increase to
the right, negative values to the left. The Y dimension will typically
be vertical, positive
coordinates increasing upwards, negative coordinates
downward. Z will generally be depth, negative coordinates increasing
as you move forward into the scene past the origin, positive coordinates
increasing as you retreat backwards from the origin.
But these are not hard and fast rules, and in
fact, Fractal Design Ray Dream products make the Z axis the vertical one,
up and
down with respect to the gravitational sense
of the scene. And Lightwave 3D orients the positive Z axis toward
the rear rather
than the front.