Godot-proposals: Change name of ' Translation ' to ' Position' in Transforms . .

Created on 24 Sep 2020  路  4Comments  路  Source: godotengine/godot-proposals

Describe the project you are working on:
A Tomb Raider game . .

Describe the problem or limitation you are having in your project:
I was sitting making some visual script, and I noticed that the ' place ' of, a character, or object is called ' translation ' . . However, when making the ' logic ', for instance, to make a vector, I thought it makes more sense to say, ' GET position ' of enemy MINUS ' GET position ' of player, to make a vector, from player, to enemy . . I know ' translation ' is a pretty good name, but when we do the math, what we want to do, ' when thinking ', is GET position of something, MINUS position of something else . . I think under transforms, it might make more sense to write ' Position ', also since translation of refers to movement, ie. translate something from A to B, and not ' technically ' a position, it'd make more sense to call ' Translation ' ' Position ' . .

That way, when we make boxes in visual script, the names of the boxes make more sense, or so . . ie. to make a vector from player to enemy the box, should be called Get Position ( enemy ) MINUS Get Position ( Player ), not ' get translation ' . . It's a little thing, but it'd make the engine have names, that ' match ' the words, for how we think, more . .

I was also thinking, since under Transform is says Rotation Degrees, same way some boxes have a ' Index ' setting, ie. for a rotation, one can disable ' Default Settings ', that one could have an ' index ' for a GET rotation box, that outputs either radians, or degrees . . I'm not sure, just some thoughts . . It'd make the engine a bit more, like what we ' think ', when doing math, that's all . . It'd just be a small help, especially for visual script coders, or so . .

Also, for some reason the written code, for keyboard presses is called Input(), but in visual script, it is called action . . imo, in visual script, it could be called Input also, or User_input, I think it makes more sense to make it match what is written code, since then after one has learned visual script, one is more ready, to begin learning written code, and so as much as possible, the words in visual script boxes match, what happens in written code, to help talk between written coders, and visual script game makers, or so . . These are very minor things, but they often bug me . .

Describe the feature / enhancement and how it helps to overcome the problem or limitation:
These are just really small changes, that I think would make the coding experience a bit nicer, nothing more, a bit silly . . .

Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
Change transform name ' Translation ', to ' Position ', so when making code, it matches more, how we think in math, that's all . . .

If this enhancement will not be used often, can it be worked around with a few lines of script?:
I can't re-change the engine, very well, as a new user, it'd take a long time . .

Is there a reason why this should be core and not an add-on in the asset library?:
Well, it would just make the engine make a bit more sense, to how we think, from math, making it a bit faster . .

core

Most helpful comment

Translation, rotation, and scale are the standard terminologies for the 3 components of a 3d transform. It's called translation because it's how far it's translated (moved) from the origin.

All 4 comments

Other names that make more sense, to Translation, is ' Location ', ' Place ', but ' Position ' is prob. the best . . I know this is very noob, and a bit dumb, all the same, it'd make more sense, when coding, to me . . Silly, lol . . . Also, bec. translation actually refers, strictly speaking, for MOVING objects, ie. translate from place A, to place B, refers to the MOVEMENT between points, not the ' place ', or prob. most mathmatically, ' Position ' . . It's simple, but makes coding it, a bit nicer, or so . . . Thx . . .

Translation, rotation, and scale are the standard terminologies for the 3 components of a 3d transform. It's called translation because it's how far it's translated (moved) from the origin.

Aside from being standard, an important reason is that "Translation" explicitly does not involve rotation/scale/shearing, while "Position" can be ambiguous and phrases like "positioning an object" can include rotation.

Note that in the code for the transformation matrix, Godot uses transform.origin since it's the offset of the origin of the basis vectors relative to the parent transform.

oh, thank you, I didn't know, sry . . . <3

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