From 0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Sun, 9 Feb 2014 22:10:30 -0300 Subject: GODOT IS OPEN SOURCE --- doc/html/tutorial01/tutorial.html | 902 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 902 insertions(+) create mode 100644 doc/html/tutorial01/tutorial.html (limited to 'doc/html/tutorial01/tutorial.html') diff --git a/doc/html/tutorial01/tutorial.html b/doc/html/tutorial01/tutorial.html new file mode 100644 index 000000000..45c025870 --- /dev/null +++ b/doc/html/tutorial01/tutorial.html @@ -0,0 +1,902 @@ + + +
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There are many approaches to understanding the type of 3D math used in video +games, modelling, ray-tracing, etc. The usual is through vector algebra, matrices, and +linear transformations and, while they are not completely necesary to understand +most of the aspects of 3D game programming (from the theorical point of view), they +provide a common language to communicate with other programmers or +engineers. +
This tutorial will focus on explaining all the basic concepts needed for a +programmer to understand how to develop 3D games without getting too deep into +algebra. Instead of a math-oriented language, code examples will be given instead +when possible. The reason for this is that. while programmers may have +different backgrounds or experience (be it scientific, engineering or self taught), +code is the most familiar language and the lowest common denominator for +understanding. +
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When writing 2D games, interfaces and other applications, the typical convention is +to define coordinates as an x,y pair, x representing the horizontal offset and y the +vertical one. In most cases, the unit for both is pixels. This makes sense given the +screen is just a rectangle in two dimensions. +
An x,y pair can be used for two purposes. It can be an absolute position (screen +cordinate in the previous case), or a relative direction, if we trace an arrow from the +origin (0,0 coordinates) to it’s position. +
+ +
| Position | Direction | +|
| + |
When used as a direction, this pair is called a vector, and two properties can be +observed: The first is the magnitude or length , and the second is the direction. In +two dimensions, direction can be an angle. The magnitude or length can be computed +by simply using Pithagoras theorem: +
+
| 2D | 3D | +
| + |
The direction can be an arbitrary angle from either the x or y axis, and could be +computed by using trigonometry, or just using the usual atan2 function present in +most math libraries. However, when dealing with 3D, the direction can’t be described +as an angle. To separate magnitude and direction, 3D uses the concept of normal +vectors. +
+
Vectors are implemented in Godot Engine as a class named Vector3 for 3D, and as +both Vector2, Point2 or Size2 in 2D (they are all aliases). They are used for any +purpose where a pair of 2D or 3D values (described as x,y or x,y,z) is needed. This is +somewhat a standard in most libraries or engines. In the script API, they can be +instanced like this: + +
+ +Vectors also support the common operators +, -, / and * for addition, +substraction, multiplication and division. + +
Vectors also can perform a wide variety of built-in functions, their most common +usages will be explored next. +
+
Two points ago, it was mentioned that 3D vectors can’t describe their direction as an +agle (as 2D vectors can). Because of this, normal vectors become important for +separating a vector between direction and magnitude. +
A normal vector is a vector with a magnitude of 1. This means, no matter where +the vector is pointing to, it’s length is always 1. +
| Normal vectors aroud the origin. | +
Normal vectors have endless uses in 3D graphics programming, so it’s +recommended to get familiar with them as much as possible. +
+
Normalization is the process through which normal vectors are obtained +from regular vectors. In other words, normalization is used to reduce the +magnitude of any vector to 1. (except of course, unless the vector is (0,0,0) +). +
To normalize a vector, it must be divided by its magnitude (which should be +greater than zero): + +
Vector3 contains two built in functions for normalization: + +
+
The dot product is, pheraps, the most useful operation that can be applied to 3D +vectors. In the surface, it’s multiple usages are not very obvious, but in depth it can +provide very useful information between two vectors (be it direction or just points in +space). +
The dot product takes two vectors (a and b in the example) and returns a scalar +(single real number): +
+
axbx + ayby + azbz +
The same expressed in code: + +
The dot product presents several useful properties: +
+
The cross product also takes two vectors a and b, but returns another vector c that is +orthogonal to the two previous ones. +
+
cx = axbz - azby +
+
cy = azbx - axbz +
+
cz = axby - aybx +
The same in code: + +
The cross product also presents several useful properties: +
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A plane can be considered as an infinite, flat surface that splits space in two halves, +usually one named positive and one named negative. In regular mathematics, a plane +formula is described as: +
+
ax + by + cz + d +
However, in 3D programming, this form alone is often of little use. For planes to +become useful, they must be in normalized form. +
A normalized plane consists of a normal vector n and a distance d. To normalize +a plane, a vector n and distance d’ are created this way: +
nx = a +
ny = b +
nz = c +
d′ = d +
Finally, both n and d’ are both divided by the magnitude of n. +
In any case, normalizing planes is not often needed (this was mostly for +explanation purposes), and normalized planes are useful because they can be created +and used easily. +
A normalized plane could be visualized as a plane pointing towards normal n, +offseted by d in the direction of n. +
In other words, take n, multiply it by scalar d and the resulting point will be part +of the plane. This may need some thinking, so an example with a 2D normal vector +(z is 0, so plane is orthogonal to it) is provided: +
Some operations can be done with normalized planes: + +
+
Godot Engine implements normalized planes by using the Plane class. + +
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It is very often needed to store the location/rotation of something. In 2D, it is often +enough to store an x,y location and maybe an angle as the rotation, as that should +be enough to represent any posible position. +
In 3D this becomes a little more difficult, as there is nothing as simple as an angle +to store a 3-axis rotation. +
The first think that may come to mind is to use 3 angles, one for x, one for y and +one for z. However this suffers from the problem that it becomes very cumbersome to +use, as the individual rotations in each axis need to be performed one after another +(they can’t be performed at the same time), leading to a problem called “gimbal +lock”. Also, it becomes impossible to accumulate rotations (add a rotation to an +existing one). +
To solve this, there are two known diferent approaches that aid in solving +rotation, Quaternions and Oriented Coordinate Systems. +
+
Oriented Coordinate Systems (OCS) are a way of representing a coordinate system +inside the cartesian coordinate system. They are mainly composed of 3 Vectors, one +for each axis. The first vector is the x axis, the second the y axis, and the third is the + +z axis. The OCS vectors can be rotated around freely as long as they are kept the +same length (as changing the length of an axis changes its cale), and as long as they +remain orthogonal to eachother (as in, the same as the default cartesian system, +with y pointing up, x pointing left and z pointing front, but all rotated +together). +
Oriented Coordinate Systems are represented in 3D programming as a 3x3 matrix, +where each row (or column, depending on the implementation) contains one of the +axis vectors. Transforming a Vector by a rotated OCS Matrix results in the rotation +being applied to the resulting vector. OCS Matrices can also be multiplied to +accumulate their transformations. +
Godot Engine implements OCS Matrices in the Matrix3 class: + +
However, in most usage cases, one wants to store a translation together with the +rotation. For this, an origin vector must be added to the OCS, thus transforming it +into a 3x4 (or 4x3, depending on preference) matrix. Godot engine implements this +functionality in the Transform class: + +
Transform contains internally a Matrix3 “basis” and a Vector3 “origin” (which can +be modified individually). +
+
Internally, the xform() process is quite simple, to apply a 3x3 transform to a vector, +the transposed axis vectors are used (as using the regular axis vectors will result on +an inverse of the desired transform): + +
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So, it is often desired apply sucessive operations to a transformation. For example, +let’s a assume that there is a turtle sitting at the origin (the turtle is a logo reference, + +for those familiar with it). The y axis is up, and the the turtle’s nose is pointing +towards the z axis. +
The turtle (like many other animals, or vehicles!) can only walk towards the +direction it’s looking at. So, moving the turtle around a little should be something +like this: + +
As can be seen, every new action the turtle takes is based on the previous one it +took. Had the order of actions been different and the turtle would have never reached +the lettuce. +
Transforms are just that, a mean of “accumulating” rotation, translation, scale, +etc. +
+
Performing several actions over a transform will slowly and gradually lead to +precision loss (objects that draw according to a transform may get jittery, bigger, +smaller, skewed, etc). This happens due to the nature of floating point numbers. if +transforms/matrices are created from other kind of values (like a position and +some angular rotation) this is not needed, but if has been accumulating +transformations and was never recreated, it can be normalized by calling the +.orthonormalize() built-in function. This function has little cost and calling it every +now and then will avoid the effects from precision loss to become visible. + + + + + -- cgit v1.2.3-70-g09d2