Skip to content

Commit

Permalink
Update 2D transform tutorial
Browse files Browse the repository at this point in the history
Extend the tutorial to explain coordinate systems, transforms of nodes
and transform functions
  • Loading branch information
Sauermann committed Feb 26, 2023
1 parent 12c22db commit 34196a5
Show file tree
Hide file tree
Showing 3 changed files with 159 additions and 68 deletions.
227 changes: 159 additions & 68 deletions tutorials/2d/2d_transforms.rst
Original file line number Diff line number Diff line change
@@ -1,114 +1,205 @@
:article_outdated: True
.. _doc_2d_transforms:

.. _doc_viewport_and_canvas_transforms:

Viewport and canvas transforms
==============================
2D transforms
=============

Introduction
------------

This is an overview of the 2D transforms going on for nodes from the
moment they draw their content locally to the time they are drawn onto
the screen. This overview discusses very low level details of the engine.
This is an overview of the 2D transforms going on for nodes from the moment they draw their content
locally to the time they are drawn onto the screen. This overview discusses very low level details
of the engine and also describes how to use them.

:ref:`Transform2D <class_Transform2D>` are matrices that convert coordinates from one coordinate
system to an other. In order to use them, it is beneficial to know which coordinate systems are
available in Godot. For a deeper understanding, the :ref:`doc_matrices_and_transforms` tutorial
offers insights to the underlying functionality.

Canvas transform
----------------
Godot 2D coordinate systems
---------------------------

As mentioned in the previous tutorial, :ref:`doc_canvas_layers`, every
CanvasItem node (remember that Node2D and Control based nodes use
CanvasItem as their common root) will reside in a *Canvas Layer*. Every
canvas layer has a transform (translation, rotation, scale, etc.) that
can be accessed as a :ref:`Transform2D <class_Transform2D>`.
The following graphic gives an overview of Godot 2D coordinate systems and the available
node-transforms, transform-functions and coordinate-system related functions. At the left
is the Window Manager screen, at the right are the :ref:`CanvasItems <class_CanvasItem>`. For
simplicity reasons this graphic doesn't include :ref:`SubViewport <class_SubViewport>`,
:ref:`SubViewportContainer <class_SubViewportContainer>`, :ref:`ParallaxLayer<class_ParallaxLayer>`
and :ref:`ParallaxBackground<class_ParallaxBackground>` all of which also influence transforms.

Also covered in the previous tutorial, nodes are drawn by default in Layer 0,
in the built-in canvas. To put nodes in a different layer, a :ref:`CanvasLayer
<class_CanvasLayer>` node can be used.
The graphic is based on a node tree of the following form: ``Root Window (embed Windows)`` ⇒
``Window (don't embed Windows)`` ⇒ ``CanvasLayer`` ⇒ ``CanvasItem`` ⇒ ``CanvasItem`` ⇒ ``CanvasItem``.
There are more complex combinations possible, like deeply nested Window and SubViewports,
however this example intends to provide an overview of the methodology in general.

Global canvas transform
-----------------------
.. image:: img/transforms_overview.webp
:target: ../../_images/transforms_overview.webp

Viewports also have a Global Canvas transform (also a
:ref:`Transform2D <class_Transform2D>`). This is the master transform and
affects all individual *Canvas Layer* transforms. Generally, this
transform is not of much use, but is used in the CanvasItem Editor
in Godot's editor.
Click graphic to enlarge.

Stretch transform
-----------------
- **Item Coordinates**
This is the local coordinate system of a :ref:`CanvasItem <class_CanvasItem>`.

Finally, viewports have a *Stretch Transform*, which is used when
resizing or stretching the screen. This transform is used internally (as
described in :ref:`doc_multiple_resolutions`), but can also be manually set
on each viewport.
- **Parent Item Coordinates**
This is the local coordinate system of the parent's *CanvasItem*. When positioning
*CanvasItems* in the *Canvas*, they usually inherit the transformations of their parent
*CanvasItems*. An exceptions is :ref:`CanvasItems.top_level <class_CanvasItem_property_top_level>`.

Input events are multiplied by this transform but lack the ones above. To
convert InputEvent coordinates to local CanvasItem coordinates, the
:ref:`CanvasItem.make_input_local() <class_CanvasItem_method_make_input_local>`
function was added for convenience.
- **Canvas Coordinates**
As mentioned in the previous tutorial :ref:`doc_canvas_layers`, there are two types of canvases
and both have a canvas coordinate system. These are also called world coordinates. A *Viewport*
can contain multiple *Canvases* with different coordinate systems.

Transform order
---------------
- **Viewport Coordinates**
This is the coordinate system of the :ref:`Viewport <class_Viewport>`.

- **Camera Coordinates**
This is only used internally for functionality like 3D-camera ray projections.

- **Embedder Coordinates / Screen Coordinates**
Every *Viewport* (*Window* or *SubViewport*) in the scene tree is embedded either in a
different node or in the Window Manager. This coordinate system's origin is identical to the
top-left corner of the *Window* or *SubViewport* and its scale is the one of the embedder or
the Window Manager.

If the embedder is the OS Window Manager, then they are also called Screen Coordinates.

- **Absolute Embedder Coordinates / Absolute Screen Coordinates**
The origin of this coordinate system is the top-left corner of the embedding node or the Window
Manager screen. Its scale is the one of the embedder or the Window Manager.

For a coordinate in CanvasItem local properties to become an actual
screen coordinate, the following chain of transforms must be applied:
If the embedder is the OS Window Manager, then they are also called Absolute Screen Coordinates.

.. image:: img/viewport_transforms2.png
Node transforms
---------------

Each of the mentioned nodes have one or more transforms associated with them and the combination of
these nodes infer the transforms between the different coordinate systems. With a few exceptions,
the transforms are :ref:`Transform2D <class_Transform2D>` and the following list shows details and
effects of each of them.

- **CanvasItem transform**
*CanvasItems* are either *Control*-nodes or *Node2D*-nodes.

For *Control* nodes this transform consists of a :ref:`position <class_Control_property_position>`
relative to the parent's origin and a :ref:`scale <class_Control_property_scale>` and
:ref:`rotation <class_Control_property_rotation>` around a
:ref:`pivot point <class_Control_property_pivot_offset>`.

For *Node2D* nodes :ref:`transform <class_Node2D_property_transform>` consists of
:ref:`position <class_Node2D_property_position>`, :ref:`rotation <class_Node2D_property_rotation>`,
:ref:`scale <class_Node2D_property_scale>` and :ref:`skew <class_Node2D_property_skew>`.

The transform affects the item itself and usually also child-*CanvasItems* and in the case of a
*SubViewportContainer* it affects the contained *SubViewport*.

- **CanvasLayer transform**
The *CanvasLayer's* :ref:`transform <class_CanvasLayer_property_transform>` affects all
*CanvasItems* within the *CanvasLayer*. It doesn't affect other *CanvasLayers* or *Windows* in
its *Viewport*.

- **CanvasLayer follow viewport transform**
The *follow viewport transform* is an automatically calculated transform, that is based on the
*Viewport's* :ref:`canvas transform <class_Viewport_property_canvas_transform>` and the
*CanvasLayer's* :ref:`follow viewport scale <class_CanvasLayer_property_follow_viewport_scale>`
and can be used, if :ref:`enabled <class_CanvasLayer_property_follow_viewport_enabled>`, to
achieve a pseudo 3D effect. It affects the same child nodes as the *CanvasLayer transform*.

- **Viewport canvas transform**
The :ref:`canvas transform <class_Viewport_property_canvas_transform>` affects all
*CanvasItems* in the *Viewport's* default canvas. It also affects *CanvasLayers*, that have
follow viewport transform enabled. The *Viewport's* active :ref:`Camera2D <class_Camera2D>`
works by changing this transform. It doesn't affect this *Viewport's* embedded *Windows*.

- **Viewport global canvas transform**
*Viewports* also have a :ref:`global canvas transform <class_Viewport_property_global_canvas_transform>`.
This is the master transform and affects all individual *Canvas Layer* and embedded *Window*
transforms. This is primarily used in Godot's CanvasItem Editor.

- **Viewport stretch transform**
Finally, *Viewports* have a *stretch transform*, which is used when resizing or stretching the
viewport. This transform is used for :ref:`Windows <class_Window>` as described in
:ref:`doc_multiple_resolutions`, but can also be manually set on *SubViewports* by means of
:ref:`size <class_SubViewport_property_size>` and
:ref:`size_2d_override <class_SubViewport_property_size_2d_override>`. It's
:ref:`translation <class_Transform2D_method_get_origin>`,
:ref:`rotation <class_Transform2D_method_get_rotation>` and
:ref:`skew <class_Transform2D_method_get_skew>` are the default values and it can only have
non-default :ref:`scale <class_Transform2D_method_get_scale>`.

- **Window transform**
In order to scale and position the *Window's* content as described in
:ref:`doc_multiple_resolutions`, each :ref:`Window <class_Window>` contains a
*window transform*. It is for example responsible for the black bars at the *Window's* sides so
that the *Viewport* is displayed with a fixed aspect ratio.

- **Window position**
Every *Window* also has a :ref:`position <class_Window_property_position>` to describe its
position within its embedder. The embedder can be another *Viewport* or the Window Manager.

- **SubViewportContainer shrink transform**
:ref:`stretch <class_SubViewportContainer_property_stretch>` together with
:ref:`stretch_shrink <class_SubViewportContainer_property_stretch_shrink>` declare for a
*SubViewportContaner* if and by what integer factor the contained *SubViewport* should be
scaled in comparison to the container's size.

Transform functions
-------------------

Obtaining each transform can be achieved with the following functions:
The above graphic shows all available transform functions. All transforms are directed from right
to left, this means multiplying a transform with a coordinate results in a coordinate system
further to the left, multiplying the :ref:`affine inverse <class_Transform2D_method_affine_inverse>`
of a transform results in a coordinate system further to the right:

.. tabs::
.. code-tab:: gdscript GDScript

# Called from a CanvasItem.
canvas_pos = get_global_transform() * local_pos
local_pos = get_global_transform().affine_inverse() * canvas_pos

.. code-tab:: csharp

+----------------------------------+---------------------------------------------------------------------------------------------+
| Type | Transform |
+==================================+=============================================================================================+
| CanvasItem | :ref:`CanvasItem.get_global_transform() <class_CanvasItem_method_get_global_transform>` |
+----------------------------------+---------------------------------------------------------------------------------------------+
| CanvasLayer | :ref:`CanvasItem.get_canvas_transform() <class_CanvasItem_method_get_canvas_transform>` |
+----------------------------------+---------------------------------------------------------------------------------------------+
| CanvasLayer+GlobalCanvas+Stretch | :ref:`CanvasItem.get_viewport_transform() <class_CanvasItem_method_get_viewport_transform>` |
+----------------------------------+---------------------------------------------------------------------------------------------+
// Called from a CanvasItem.
canvasPos = GetGlobalTransform() * localPos;
localPos = GetGlobalTransform().AffineInverse() * canvasPos;

Finally, then, to convert a CanvasItem local coordinates to screen
coordinates, just multiply in the following order:
Finally, then, to convert a CanvasItem local coordinates to screen coordinates, just multiply in
the following order:

.. tabs::
.. code-tab:: gdscript GDScript

var screen_coord = get_viewport_transform() * (get_global_transform() * local_pos)
var screen_coord = get_viewport().get_screen_transform() * get_global_transform_with_canvas() * local_pos

.. code-tab:: csharp

var screenCord = (GetViewportTransform() * GetGlobalTransform()).Xform(localPos);
var screenCord = GetViewport().GetScreenTransform() * GetGlobalTransformWithCanvas() * localPos;

Keep in mind, however, that it is generally not desired to work with
screen coordinates. The recommended approach is to simply work in Canvas
coordinates (``CanvasItem.get_global_transform()``), to allow automatic
screen resolution resizing to work properly.
Keep in mind, however, that it is generally not desired to work with screen coordinates. The
recommended approach is to simply work in Canvas coordinates
(``CanvasItem.get_global_transform()``), to allow automatic screen resolution resizing to work
properly.

Feeding custom input events
---------------------------

It is often desired to feed custom input events to the scene tree. With
the above knowledge, to correctly do this, it must be done the following
way:
It is often desired to feed custom input events to the game. With the above knowledge, to correctly
do this in the focused window, it must be done the following way:

.. tabs::
.. code-tab:: gdscript GDScript

var local_pos = Vector2(10, 20) # local to Control/Node2D
var local_pos = Vector2(10, 20) # Local to Control/Node2D.
var ie = InputEventMouseButton.new()
ie.button_index = BUTTON_LEFT
ie.position = get_viewport_transform() * (get_global_transform() * local_pos)
get_tree().input_event(ie)
ie.button_index = MOUSE_BUTTON_LEFT
ie.position = get_viewport().get_screen_transform() * get_global_transform_with_canvas() * local_pos
Input.parse_input_event(ie)

.. code-tab:: csharp

var localPos = new Vector2(10,20); // local to Control/Node2D
var localPos = new Vector2(10,20); // Local to Control/Node2D.
var ie = new InputEventMouseButton()
{
ButtonIndex = MouseButton.Left,
Position = GetViewportTransform() * (GetGlobalTransform() * localPos),
Position = GetViewport().GetScreenTransform() * GetGlobalTransformWithCanvas() * localPos,
};
GetTree().InputEvent(ie);
Input.ParseInputEvent(ie);
Binary file added tutorials/2d/img/transforms_overview.webp
Binary file not shown.
Binary file removed tutorials/2d/img/viewport_transforms2.png
Binary file not shown.

0 comments on commit 34196a5

Please sign in to comment.