In order to communicate the research of spatial graphics and numbers, the coordinate system of spatial Cartesian coordinates must establish the relationship between spatial points and ordered arrays. Therefore, we can introduce spatial Cartesian coordinate systems. Zero point O is used as three vertical number axes. They all take o as the origin and generally have the same length unit. these three axes are collectively referred to as the X axis (horizontal axis), Y axis (vertical axis), and Z axis (vertical axis. usually, the X axis and Y axis are configured on the horizontal plane, while the Z axis is a vertical line; their positive direction must comply with the right-hand rule, that is, hold the Z axis with the right hand, when the four fingers in the right hand shift from the positive X axis to the positive y axis from the π/2 angle, the thumb points to the positive Z axis, which forms a space Cartesian coordinate system, point O is called the coordinate origin. Judgment Method: In the space Cartesian coordinate system, let the right thumb point to the positive direction of the X axis, and the index finger points to the positive direction of the Y axis. If the middle finger can point to the positive direction of the Z axis, the coordinate system is the right-hand Cartesian coordinate system. similarly, the left-hand Cartesian coordinate system. The Cartesian coordinate system 3D mathematics explains how to accurately measure positions, distances, and angles in 3D space. The most widely used measurement system is the Cartesian coordinate system. The Cartesian coordinate system can be divided into 2D and 3D coordinate systems. In 3D, there are two completely different coordinate systems: the left-hand coordinate system and the right-hand coordinate system. The left-hand coordinate system is the X axis to the right, the Y axis to the up, And the Z axis to the forward, the Z axis of the right-hand coordinate system is the opposite, pointing to "yourself". In computer systems, the left-hand coordinate system is usually used, while in mathematics, the right-hand coordinate system is usually used. Commonly used coordinate systems in Multi-Coordinate System games and graphic development include the world coordinate system, object coordinate system, camera coordinate system, and inertial coordinate system. The world coordinate system is a reference frame used to describe other coordinate systems. It can only describe the positions of other coordinate systems. It cannot describe the world coordinate system with a larger external coordinate system. Typical questions about the world coordinate system are about the initial position and environment, such as: <! -- [If! Supportlists] --> 1. <! -- [Endif] --> the position and direction of each object. 2. camera position and direction. 3. What is the terrain of every point in the world. 4. Where and where each object comes from. An object coordinate system is a coordinate system related to a specific object. Each object has its own coordinate system. Problems that may occur in the object Coordinate System: 1. Are there any objects that need to interact with each other? (Do I want to attack it ?) 2. Which direction is in front of me? On the left? (I should take a shot or turn around and run.) The camera coordinate system is closely related to the observer. It is a special "object" coordinate system. Typical problem: 1. Is the given point in the 3D space in front of the camera? 2. Is the given point on the screen in 3D space still beyond the boundary? 3. is an object on the screen? Partially or all? 4. Who is in front of two objects? (Visibility Detection, deep sorting) the inertial coordinate system is used to simplify the conversion from the world coordinate system to the object coordinate system. From the object coordinate system to the inertial coordinate system, you only need to rotate. From the inertial coordinate system to the world coordinate system, you only need to translate. The nested coordinate system also aims to simplify the position of an object in the world coordinate system. If an object coordinate system is nested with a head coordinate system, the head coordinate system can only be associated with the object coordinate system to simplify the operation. Coordinate System conversion, which is represented by a matrix. All operations such as object rotation and translation can be represented by a matrix (4x4 x SPACE matrix ).