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contributing/development/core_and_modules/2d_coordinate_systems.rst
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.. _doc_2d_coordinate_systems: | ||
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2D coordinate systems and 2D transforms | ||
======================================= | ||
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Introduction | ||
------------ | ||
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This is a detailed overview of the available 2D coordinate systems and 2D transforms that are | ||
built in. The basic concepts are covered in :ref:`doc_viewport_and_canvas_transforms`. | ||
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: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. | ||
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Godot 2D coordinate systems | ||
--------------------------- | ||
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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 OS 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. | ||
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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. | ||
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.. image:: img/transforms_overview.webp | ||
:target: ../../../_images/transforms_overview.webp | ||
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Click graphic to enlarge. | ||
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- **Item Coordinates** | ||
This is the local coordinate system of a :ref:`CanvasItem <class_CanvasItem>`. | ||
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- **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>`. | ||
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- **Canvas Coordinates** | ||
As mentioned in the previous tutorial :ref:`doc_canvas_layers`, there are two types of canvases | ||
(*Viewport* canvas and *CanvasLayer* canvas) and both have a canvas coordinate system. These | ||
are also called world coordinates. A *Viewport* can contain multiple *Canvases* with different | ||
coordinate systems. | ||
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- **Viewport Coordinates** | ||
This is the coordinate system of the :ref:`Viewport <class_Viewport>`. | ||
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- **Camera Coordinates** | ||
This is only used internally for functionality like 3D-camera ray projections. | ||
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- **Embedder Coordinates / Screen Coordinates** | ||
Every *Viewport* (*Window* or *SubViewport*) in the scene tree is embedded either in a | ||
different node or in the OS 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 OS Window Manager. | ||
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If the embedder is the OS Window Manager, then they are also called Screen Coordinates. | ||
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- **Absolute Embedder Coordinates / Absolute Screen Coordinates** | ||
The origin of this coordinate system is the top-left corner of the embedding node or the OS | ||
Window Manager screen. Its scale is the one of the embedder or the OS Window Manager. | ||
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If the embedder is the OS Window Manager, then they are also called Absolute Screen | ||
Coordinates. | ||
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Node transforms | ||
--------------- | ||
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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. | ||
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- **CanvasItem transform** | ||
*CanvasItems* are either *Control*-nodes or *Node2D*-nodes. | ||
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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>`. | ||
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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>`. | ||
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The transform affects the item itself and usually also child-*CanvasItems* and in the case of a | ||
*SubViewportContainer* it affects the contained *SubViewport*. | ||
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- **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*. | ||
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- **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*. | ||
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- **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*. | ||
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- **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. | ||
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- **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>`. | ||
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- **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. | ||
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- **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 OS Window Manager. | ||
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- **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. |
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