The coordinate systems used in Flight Simulator are left-hand, 3-D, and rectilinear. Objects are located in and X,Y,Z 3-D space and are moved in the X,Y, and Z directions using translation. The following table describes how this directional translation of an object occurs in the world as well as on the screen.
Dimension | World movement | Screen movement |
+X | West to east | Left to right |
+Y | Increasing altitude | Bottom to top |
+Z | South to north | Into the screen |
Flight Simulator directional conventions include the following:
Flight Simulator uses Euler angles for rotations; first, heading is applied, then pitch, and, finally, bank. The following table describes the rotational conventions.
Rotation | World rotation | Screen rotation |
+Heading, rotate about the Y axis | Rotate to the right; 0° is north | Object moves left as heading increases. |
+Pitch, rotate about the heading-rotated X axis | Nose down | Object moves upward (+Y) as pitch increases. |
+Bank, rotate about the heading-rotated and pitched Z axis | Rotate counter-clockwise | The object rotates clockwise as bank increases. |
Directional translation and rotation are applied to objects before they are projected. The order in which directional translation and rotation are applied makes a difference because the rotations have the effect of "rotating" the coordinate system. Translation and rotation are performed in the following order: