Space
A string that determines how a 3-vector is transformed for an entity.
Values
| Value | Description |
|---|---|
world |
The axes are not transformed and is relative to the world's coordinates where X points to the west/east (negative/positive), Y points to the bottom/top (negative/positive), and the Z points to the north/south. (negative/positive) |
local |
The axes are transformed to be relative to the entity's orientation where X points to its left, Y points upwards relative to where the entity is facing, and Z points to where the entity is facing. |
local_horizontal |
Same as local except it considers the vertical orientation to be zero, resulting in Z being projected (flattened out) onto the horizontal plane, making it shorter. X and Y also become shorter by the same amount and Y will always point upwards.The axes shrink as the direction the entity is facing diverges from being horizontal. (e.g: if the entity is looking straight up/down, the axes will have zero length, akin to forcing the X, Y, and Z to be zero) |
local_horizontal_normalized |
Same as local_horizontal except the axes are normalized, where the axes' length are set back to its previous length of 1 if it's of a non-zero length. |
velocity |
The axes are transformed to be relative to the entity's velocity, similar to local. If the velocity is purely vertical, the direction the entity is facing is used to determine the direction of X and Y instead of the velocity.The axes scale based on how fast the entity is moving. (e.g: if the entity is not moving, the axes will have zero length, akin to forcing the X, Y, and Z to be zero) |
velocity_normalized |
Same as velocity except the vertical velocity is considered to be 0. |
velocity_horizontal_normalized |
Same as velocity_horizontal except the axes are normalized, where the axes' length are set back to its previous length of 1 if it's of a non-zero length. |
