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Flip axes of the 3D world coordinates #59272

Merged
merged 11 commits into from
Nov 6, 2024

Commits on Oct 30, 2024

  1. Flip axes of the 3D world coordinates

    Finally we can stop using the weird convention in 3D views (where
    X grows to the east, Z grows to the south, Y goes up) that caused
    endless trouble having to keep in mind that the coordinates in 3D
    views are rotated compared to the map coordinates. I am not sure
    anymore why I chose to use this convention, but most likely because
    Qt's plane mesh is oriented this way (and also various other
    3D software has scene with Y going up).
    
    Anyway, the world coordinates are not flipped anymore, so the axes
    are consistent with the map coordinates 🎉 - i.e. X grows to
    the east, Y grows to the north, Z goes up (well, at least that's
    the case for many commonly used CRS). The 3D world coordinates
    are now only translated by the scene's origin point compared to
    map coordinates.
    wonder-sk committed Oct 30, 2024
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Commits on Oct 31, 2024

  1. test fixes

    wonder-sk committed Oct 31, 2024
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  2. more test fixes

    wonder-sk committed Oct 31, 2024
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Commits on Nov 3, 2024

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Commits on Nov 4, 2024

  1. fix 3d sandbox

    wonder-sk committed Nov 4, 2024
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Commits on Nov 5, 2024

  1. more test fixing

    wonder-sk committed Nov 5, 2024
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Commits on Nov 6, 2024

  1. fix shadows

    wonder-sk committed Nov 6, 2024
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  2. fix indentation

    wonder-sk committed Nov 6, 2024
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