Coordinate Space Terminology | ArabGameDev

Coordinate Space Terminology

Documentation for getting started with the new version of Unreal Engine

Coordinate Space Terminology

Spaces #

 
Space in Unreal Other Names Description
Tangent Orthogonal (although interpolation can introduce skew); can be left-handed or right-handed. TangentToLocal contains rotation only, so it is orthonormal and can be inverted by transposition.
Local Object Space Orthogonal; can be left-handed or right-handed, requiring triangle culling order to be adjusted. LocalToWorld contains rotation, non-uniform scale (including negative non-uniform scale that can change winding order), and translation.
World WorldToView contains rotation and translation only, so distances in View Space are the same as in World Space.
TranslatedWorld
 
World TranslatedWorld − PreViewTranslation
TranslatedWorld World + PreViewTranslation

Translated matrices remove the camera position from combined transformation matrices, improving precision when transforming vertices.

View CameraSpace ViewToClip scales x and y but does not translate them, which would create an off-center projection. It scales and translates z, and applies projection to produce homogeneous Clip Space.
Clip Homogeneous coordinates , post-projection space, or projection space After applying the perspective projection matrix. W in Clip Space is the same as Z in View Space.
Screen NormalizedDeviceCoordinates in OpenGL After the perspective divide:

 
Left / Right −1, 1
Bottom / Top 1, −1
Near / Far 0, 1 (OpenGL RHI must convert this to −1, 1)
Viewport ViewportCoordinates , WindowCoordinates In pixels:

 
Left / Right 0, width − 1
Bottom / Top 0, height − 1

Space Transformations #

Name transformations between spaces using XTo Y.

Examples:

  • WorldToView
  • TranslatedWorldToView
  • TangentToWorld
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Updated on May 13, 2022
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