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2022.1

Getting Started

Objects and Types

Modules

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Transformation

All **Objects** in **Incari** exist in *3D* space, and have a set of **Attributes** to define their **Transformation** data. **Transformation** is divided into three **Vector3** type **Attributes**:

`Position`

, `Rotation`

, and `Scale`

.Moreover, there are two modes for performing **Transformations**:

Position

`Position`

is defined by three values, representing each of the three axes of a three dimensional Cartesian coordinate system.In most *2D* graphics applications, you will typically see a coordinate system with the origin (0,0) at the top-left corner of a document, and the X value increasing from left-to-right and the Y value increasing from top-to-bottom.

In **Incari**, coordinates are in 3D Euclidean space, with the origin (0, 0, 0) at the center, and the

`x`

value increasing from center-to-right, the `y`

value increasing from center-to-top and the `z`

value increasing from center-to-front.Any point in space can be determined by these

`x`

, `y`

, and `z`

values.Rotation

The **Attribute** represents the Euler angle of rotation of an **Object** along each of the rotation axes. An **Object** can be rotated in either **Local** or **Global space**. In **Local space**, any adjustments will be made along its *own* axes, not the axes of the **Scene** itself. On the other hand, rotations in **Global space** are performed with respect to the **Scene** axes.

`Rotation`

Axes can be thought of as being like three skewers going through the **Object** and intersecting at the **Object's** **Pivot Point**.

For more detail, see:

Scale

`Scale`

multiplies the size of an `Scale`

is set to `x=1`

, `y=1`

, `z=1`

, meaning that it is at 100% of its size on all axes.Groups

There is one special case that is worth noting, that of **Objects** that are part of a **Group**. In this case, the **Attributes** of the **Objects** are relative to the **Group**, respectively.

`Position`

and `Rotation`

`Position`

and `Rotation`

of the For this to be clearer, let us see two examples, one for the **Attribute** and one for the

`Position`

`Rotation`

one.Consider a **Group** containing one **Object**, a **Cube**. Setting the **Group** to **Cube** to **Cube** being located at **Scene** space.

`Position`

of the `x=100`

and the `Position`

of the `x=100`

will result in the `x=200`

in the For an illustration of this, see the following example, in which there are two **Cubes**: one with **Group** with **Group** and has **Cubes** have been set at different heights along the Y axis.

`Position`

`x=100`

in a `Position`

`x=100`

and another one that is not part of a `Position`

`x=200`

. For visualization purposes, the two The same applies to rotations. Consider again a **Group** containing one **Object**, a **Cube**. Setting the **Group** to **Cube** to **Cube** being rotated 60 degrees with respect to the **Scene** coordinate system.

`Rotation`

of the `x=30`

and the `Rotation`

of the `x=30`

will result in the For an illustration of this, see the following example, in which there are two **Cubes**: one with **Group** with **Group** and has its **Cubes** have been set at different heights along the Y axis.

`Rotation`

`x=30`

in a `Rotation`

`x=30`

and another one that is not part of a `Rotation`

set to `x=60`

. For visualization purposes, the two Last modified 1mo ago