how are radians handled in Godot?

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:bust_in_silhouette: Asked By raould
:warning: Old Version Published before Godot 3 was released.

In 3d, zero radians around the z axis seems to be north/up when i think it should be east/right. And then which way does positive radians go? It should be counter-clock-wise. As in, polar coordinates. ?

Note, Godot 3D coordinate system works using the OpenGL convention. So X+ goes right and Y+ goes up and Z+ goes backwards.
For radians… I think it’s deduced from that, but I’m not sure. I tried to rotate an object by setting its Z angle, and I can see it rotate counter-clockwise… towards the OpenGL convention (so with Z pointing at me).

How did you came to “north/up”? zero radian around the Z axis means nothing if you don’t have a reference. For example if I take X+ as reference, then zero radians around the Z axis is right.

Zylann | 2016-10-12 12:47