How to turn mouse coordinates in world coordinates?

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:bust_in_silhouette: Asked By IndigoGames

So, there is, in unity, the function ScreenToWorldPoint() that transforms a point from screen space into world space.
Is there a similar function in godot?

:bust_in_silhouette: Reply From: denxi

get_local_mouse_position() will return the mouse’s co-ordinates relative to the node that you’re calling it from, while get_global_mouse_position() will return the mouse’s position relative to the current canvas layer.

:bust_in_silhouette: Reply From: johnygames

Is this what you are looking for?

get_global_mouse_position()
:bust_in_silhouette: Reply From: estebanmolca

This is the closest thing I know in godot.
Look at the camera methods in the documentation, such as:

Vector3 project_position (screen_point: Vector2, z_depth: float) const

Returns the 3D point in worldspace that maps to the given 2D
coordinate in the Viewport rectangle on a plane that is the given
z_depth distance into the scene away from the camera.

Or inverse:

Vector2 unproject_position (world_point: Vector3) const

Returns the 2D coordinate in the Viewport rectangle that maps to the
given 3D point in worldspace.

There is also something in the manual using Raycasting:

:bust_in_silhouette: Reply From: zowie

Pretty late to reply here, but if you need to convert from view space to world space in 2D, you can use Node.get_canvas_transform().affine_inverse() to get the view-to-world-space transformation matrix.

To convert a view space position to a 2D world space position, you can use the following code:

var view_to_world = YOUR_NODE.get_canvas_transform().affine_inverse()
var world_position = view_to_world * view_position

Similarly, converting from 2D world space to view space:

var world_to_view = YOUR_NODE.get_canvas_transform()
var view_position = world_to_view * world_position

Made an account, just to thank you!

SairamTheDeveloper | 2023-06-14 17:00

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