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Coordinate System

< 1 min read

Godot, and consequently gw2cc, uses the OpenGL coordinate system. 1 unit corresponds to 1 meter and the coordinate system is right-handed which means:

  • X-Axis is the Right-Axis. A positive X value indicates an object is to the right.
  • Y-Axis is the Up-Axis. A positive Y value indicates an object is to the top
  • Z-Axis is the Backward-Axis. A positive Z value indicates an object is behind the origin, whereas a negative Z value indicates an object is in front of the origin!

Importantly, GW2s coordinate system is left-handed as it uses DirectX. In a left-handed system, a positive Z value indicates an object is in front of the origin opposed to behind. While this fact is usually completely opaque to the gw2cc developer (gw2cc does this transformation automatically), it sometimes pops up when working with files from other programs, such as KX files.

Example #

You have a donkey at the origin (of your local coordinate system) and you want to place a carrot 2 meters in front and 1 meter above it. Then the local translation for the carrot would be: (0, 1, -2).

Updated on August 17, 2022
Starting with GodotBehavior Trees
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