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# Coordinate Systems

Japanese

## Left-handed system

 vvvv is using a left-handed coordinate system with: positive X going right positive Y going up positive Z going forward (ie. into the screen). This corresponds to the DirectX default.

## Rotation

 In vvvv rotations are specified in fractions of full counter-clockwise cycles (turns). ``` 0° = 0 cycles 90° = 0.25 cycles 180° = 0.5 cycles 270° = 0.75 cycles 360° = 1 cycle 720° = 2 cycles ... ```Search the NodeBrowser for Cycles, Degrees or Radians to find nodes that convert between the different scales. For more about angles and cyclic animations check:

## Renderer's space

 The window area has a default range of -1 to +1 in both dimensions. The origin with coordinate 0 is in the middle of the window. A standard quad has width and height of 1 with its center at (0, 0). Therefore the quad extends from -0.5 to +0.5 in both dimensions. Resizing the window stretches the coordinate system in the same way as the window. See Aspect Ratio on how to avoid stretching.

## Object Space

 The coordinate space in which the vertices of a mesh are specified is called the object space. When preparing meshes for use in vvvv it makes sense to think about the object-spaces dimensions. If you need realistic scaling from between different meshes you'd best think of one unit in object space being equal to 1 meter in real life. Otherwise if you're just dealing with a bunch of objects that need no special size it's often useful to keep their vertices within a 1 unit cube.

## World Space

 The coordinate system of the 3d scene is called World space (aka Model space). When placing a Mesh into World space it first sits with its own center at the worlds center. To position a Mesh in the scene its vertex positions are multiplied with a so called WorldMatrix. The WorldMatrix is the Transform of any Effect? node.

## View Space

 View space (aka camera space) is the coordinate system relative to the camera. To place a Mesh into View space its vertex positions (in World space) are multiplied by the ViewMatrix. The ViewMatrix is specified via the View on the Renderer (EX9). It defines position and rotation of the camera.

## Projection Space

 And this is what the camera sees: Projection space (aka Screen space, Clip space, Image space) finally is the 2d space of the screen. To project a Mesh onto the screen its vertex positions (in View space) are multiplied by the ProjectionMatrix. The ProjectionMatrix is specified via the Projection Transform on the Renderer (EX9).

## Texture Space

 MSDN on Texture Coordinates Texture space is the 2d coordinate system of a texture, ranging from 0/0 (topleft) to 1/1 (bottomright). It is used by the sampler to lookup for pixels at a particular position in a texture. See also:

# Shoutbox

~2d ago

joreg: here we go: complete list of 49 workshops for #NODE17 node17-workshops-announced schedule still to come #vvvv

~2d ago

velcrome: @superflysiNZ it is pretty cool, and works solid. but you need #m4l

~4d ago

skyliner: i see some potential here

~6d ago

remony: @evvvvil send your bio for NODE17 please I don't know how to reach you!!

~7d ago

~8d ago

~8d ago

guest: Can someone please upload a built version of the htmlrenderer DX11 64 bit which works with the new DX11 pack?

~9d ago

StiX: the second .xml save feature just saved my life today. Bless you devvvvs