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Mathematical XYZ ?

Mathematical XYZ ?

2004-02-26       - By barry

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-- -- Original Message -- --
From: "Hans Kylberg" <u86010756@(protected)>
To: <truespace@(protected)>
Sent: Thursday, February 26, 2004 2:32 AM
Subject: Re: [TSML] Mathematical XYZ ?


> >  So there has to be a Mathematical XYZ Rule of where
> >  xyz ? is up and Down.
> >  xyz ? is left to right.
> >  xyz ? is front back.
>
> Then you first has to know what up/down/left/right/front/back is
> in universe, not just to you.
> What is up for you is down for for someone in South Africa and
> perhaps back for me here in Sweden, sitting at my computer.
>
> When describing something in a 3d computer model I think there
> is no general agreement of xyz directions. As we usually can
> view the model only in 2D (a paper or a computer screen) the
> most usual orientation is with x to the right and y "up" if
> the screen is verical, or "back" if it is horisontal like a
> paper on a table. But now we usually regard the screen to
> be horisontal like the paper, and that makes y to be back.
> This leaves z to be up.

It seems to me that since through the majority of history (I think I'm
right) cartesian coordinates usually referred to 2D, and certainly through
most computer screen history they did, the logical way to extend that into
3D is to make the added dimesion (depth) get the next letter.  Granted there
is no mathematical necessity for this, it seems like it would just be the
sensible thing to do.

I wonder if the fact that computer screens are already screwy in that the Y
origin is at the top instead of the bottom, contributed to that seeming
confusion in 3D.  Since it was already somewhat confused, lets standardize
on confusion. :)

Barry