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Post by joitarani333 on May 1, 2024 23:56:13 GMT -6
It is important to underst that by a spherical container I mean exclusively a mathematical convention the fact that for each object the coordinates radius are define how we process them not a collider or mesh in the Unity scene. In essence we will have two worlds World of coordinates which consists of A data array of all space objects for each of which the following are define Coordinates of the center of the sphere relative to the center of the Sun in meters. In the previous section we establishe that the type is suitable for storing coordinates double but since Restaurant Email List there are three coordinates we will use the double version of the vector Vectord The radius of the sphere describing the object in metersdouble. As you know this is a matrix with values of type float but for rotation the problem with accuracy is not so relevant so we will not replace it with the double version Flag Solid bool indicates whether the object is solid. For real objects it is true for infographicsfalse Cameras for which the following are define CoordinatesVectord. Turn Quaternion For a camera in the world of coordinates there is no concept of a clipping plane its just a point viewing direction. Ideally we should see all objects in the field of view the range is limite only by the size of the space Unity Scene World contains GameObjects who are responsible for the visual representation of our space objects infographics A camera in a scene that in addition to position rotation contains many other parameters The rendering systems job is to meiate between these worlds.
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