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          Coordinate Space Terminology

          Explanations of the various coordinate spaces used in Unreal Engine.

          Windows
          MacOS
          Linux

          Spaces

          Space in Unreal

          Other Names

          Description

          Tangent

          Orthogonal (can deviate after interpolation), can be left or right handed. The TangentToLocal transform contains rotation only, so it is OrthoNormal (can be inverted by transposing).

          Local

          Object Space

          Orthogonal, can be left or right handed (triangle cull order needs adjustment). The LocalToWorld transform contains rotation, non-uniform scaling (including negative non-uniform scaling which can change the winding order), and translation.

          World

          The WorldToView transform contains only rotation and translation, so distances in View space are the same as in World space.

          TranslatedWorld

          World

          TranslatedWorld - PreViewTranslation

          TranslatedWorld

          World + PreViewTranslation

          Translated matrices are used to remove camera position from the combined transform matrices, which improves precision when transforming vertices.

          View

          CameraSpace

          The ViewToClip transform contains scale on x and y, but no translation (which would be an off center projection). It scales and translates z. It also applies a projection to convert into the homogeneous ClipSpace.

          Clip

          HomogeniousCoordinates, PostProjectionSpace, ProjectionSpace

          After the perspective projection matrix was applied. Note that W in Clip space is the same as View Space Z.

          Screen

          NormalizedDeviceCoordinates from OpenGL

          After the perspective divide:

          left/right

          -1,1

          top/bottom

          1,-1

          near/far

          0,1 (OpenGL RHI needs to transform this to -1,1)

          Viewport

          ViewportCoordinates, WindowCoordinates

          In pixels :

          left/right

          0, width-1

          top/bottom

          0, height-1

          Space Transformations

          Transformation between spaces should always be named using the form X To Y.

          Examples:

          • WorldToView

          • TranslatedWorldToView

          • TangentToWorld

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