From c593ee1055047a64501efa5de5885c9d85547af3 Mon Sep 17 00:00:00 2001 From: Grey <74733047+greytdepression@users.noreply.github.com> Date: Tue, 23 Apr 2024 16:58:28 +0200 Subject: [PATCH] Clarify comment about camera coordinate system (#13056) # Objective Clarify the comment about the camera's coordinate system in `examples/3d/generate_custom_mesh.rs` by explicitly stating which axes point where. Fixes #13018 ## Solution Copy the wording from #13012 into the example. --- examples/3d/generate_custom_mesh.rs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/examples/3d/generate_custom_mesh.rs b/examples/3d/generate_custom_mesh.rs index f9fbbe736c..6c69cbe11e 100644 --- a/examples/3d/generate_custom_mesh.rs +++ b/examples/3d/generate_custom_mesh.rs @@ -122,7 +122,8 @@ fn create_cube_mesh() -> Mesh { Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD) .with_inserted_attribute( Mesh::ATTRIBUTE_POSITION, - // Each array is an [x, y, z] coordinate in local space. Bevy uses a right-handed Y-up coordinate system. + // Each array is an [x, y, z] coordinate in local space. + // The camera coordinate space is right-handed x-right, y-up, z-back. This means "forward" is -Z. // Meshes always rotate around their local [0, 0, 0] when a rotation is applied to their Transform. // By centering our mesh around the origin, rotating the mesh preserves its center of mass. vec![