Hi Greg,
In general the code assumes a north-east-down (NED) co-ordinate system,
i.e. positive X is north, positive Y is east, and positive Z is down.
We went with this as it is the common convention for aerospace
applications - presumably because the first two axes are
well-established for ground-based co-ordinates and the right hand rule
yields the third. However I always find it a bit counter-intuitive
having altitude be negative.
Note that some of the file formats understood by the simulator have
different conventions, in particular BVH and ASF/AMC files which are
used in animation. These use the common computer graphics co-ordinate
system where positive Y is up and Z is nominally "forwards" for a
character. When reading and writing these formats, the functions
convertNEDtoCG and convertCGtoNED are used internally to map between the
two systems such that "north" corresponds to "forwards".
It would be nice to eliminate the assumption of a NED system from the
code, and where required allow the user to specify the co-ordinate
system to be used explicitly.
Martin