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Coordinate Systems in Simulink 3D Animation

Simulink® 3D Animation™ uses these coordinate systems for actor transformation in the 3D environment. Use the CoordinateSystem argument or property in the sim3d actor objects or the Coordinate system parameter in the Simulation 3D blocks to set the coordinate system of the actor.

Coordinate SystemObject or Block Setting Description
World coordinate systemDefault

The world uses the Unreal Engine® coordinate system. The Unreal Engine coordinate system is a left-handed Cartesian coordinate system, in m and rad.

Axes

  • X-axis points away from the viewer.

  • Y-axis points to the right.

  • Z-axis points upward.

Rotation

  • Roll — Clockwise rotation about X-axis

  • Pitch — Clockwise rotation about Y-axis

  • Yaw — Counterclockwise rotation about Z-axis

Three dimensional default coordinate system with X,Y,Z, Roll, Pitch, and Yaw labelled

MATLAB® coordinate systemMATLAB

The MATLAB coordinate system is a right-handed Cartesian coordinate system with Z-up orientation, in m and rad.

Axes

  • X-axis points away from the viewer.

  • Y-axis points to the left.

  • Z-axis points upward.

Rotation

  • Roll — Clockwise rotation about X-axis

  • Pitch — Clockwise rotation about Y-axis

  • Yaw — Clockwise rotation about Z-axis

Three dimensional MATLAB coordinate system with X,Y,Z, Roll, Pitch, and Yaw labelled

ISO 8855 standard coordinate systemISO8855

The ISO 8855 standard coordinate system is a right-handed Cartesian coordinate system with Z-up orientation, in m and deg. This coordinate system is defined in the ISO 8855[2] standard.

Axes

  • X-axis points away from the viewer.

  • Y-axis points to the left.

  • Z-axis points upward.

Rotation

  • Roll — Clockwise rotation about X-axis

  • Pitch — Clockwise rotation about Y-axis

  • Yaw — Clockwise rotation about Z-axis

Three dimensional ISO8855 coordinate system with X,Y,Z, Roll, Pitch, and Yaw labelled

X3D ISO standard coordinate systemVRML

The X3D ISO standard coordinate system is a right-handed Cartesian coordinate system with Y-up orientation, in m and rad.

Axes

  • X-axis points away from the viewer.

  • Y-axis points upward.

  • Z-axis points to the right.

Rotation

  • Roll — Clockwise rotation about X-axis

  • Pitch — Counterclockwise rotation about Y-axis

  • Yaw — Counterclockwise rotation about Z-axis

Three dimensional VRML coordinate system with X,Y,Z, Roll, Pitch, and Yaw labelled

SAE coordinate system SAE or AERO

The SAE J670 standard coordinate system is a right-handed Cartesian coordinate system with Z-down orientation, in m and rad. This is defined in the SAE J670[1] standard. This coordinate system is used for aerospace applications. For more information, see Body Coordinates (Aerospace Blockset).

Axes

  • X-axis points away from the viewer.

  • Y-axis points to the right.

  • Z-axis points downward.

Rotation

  • Roll — Clockwise rotation about X-axis

  • Pitch — Clockwise rotation about Y-axis

  • Yaw — Clockwise rotation about Z-axis

Three dimensional SAE coordinate system with X,Y,Z, Roll, Pitch, and Yaw labelled

For an example on how the coordinate system specifies the actor transformations in the 3D environment, see View Actor Orientation in MATLAB Coordinate System.

References

[1] Vehicle Dynamics Standards Committee. Vehicle Dynamics Terminology. SAE J670. Warrendale, PA: Society of Automotive Engineers, 2008.

[2] Technical Committee. Road vehicles — Vehicle Dynamics and Road-Holding Ability — Vocabulary. ISO 8855:2011. Geneva, Switzerland: International Organization for Standardization, 2011.

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