229 lines
8.3 KiB
Text
229 lines
8.3 KiB
Text
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.. _doc_introduction_to_3d:
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Introduction to 3D
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==================
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Creating a 3D game can be challenging. That extra Z coordinate makes
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many of the common techniques that helped to make 2D games simple no
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longer work. To aid in this transition, it is worth mentioning that
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Godot uses similar APIs for 2D and 3D. Most nodes are the same and
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are present in both 2D and 3D versions. In fact, it is worth checking
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the 3D platformer tutorial, or the 3D kinematic character tutorials,
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which are almost identical to their 2D counterparts.
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In 3D, math is a little more complex than in 2D, so also checking the
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:ref:`doc_vector_math` entry in the wiki (which was especially created for game
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developers, not mathematicians or engineers) will help pave the way for you
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to develop 3D games efficiently.
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Spatial node
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~~~~~~~~~~~~
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:ref:`Node2D <class_Node2D>` is the base node for 2D.
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:ref:`Control <class_Control>` is the base node for everything GUI.
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Following this reasoning, the 3D engine uses the :ref:`Spatial <class_Spatial>`
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node for everything 3D.
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.. image:: img/tuto_3d1.png
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Spatial nodes have a local transform, which is relative to the parent
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node (as long as the parent node is also of **or inherits from** the type
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Spatial). This transform can be accessed as a 4×3
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:ref:`Transform <class_Transform>`, or as 3 :ref:`Vector3 <class_Vector3>`
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members representing location, Euler rotation (X, Y and Z angles) and
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scale.
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.. image:: img/tuto_3d2.png
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3D content
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~~~~~~~~~~
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Unlike 2D, where loading image content and drawing is straightforward,
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3D is a little more difficult. The content needs to be created with
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special 3D tools (usually referred to as Digital Content Creation tools, or
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DCCs) and exported to an exchange file format to be imported in
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Godot. This is required since 3D formats are not as standardized as images.
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DCC-created models
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------------------
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.. FIXME: Needs update to properly description Godot 3.x workflow
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(used to reference a non existing doc_importing_3d_meshes importer).
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There are two pipelines to import 3D models in Godot. The first and most
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common one is by :ref:`doc_importing_3d_scenes`, which allows you to import
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entire scenes (just as they look in the DCC), including animation,
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skeletal rigs, blend shapes, etc.
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The second pipeline is by importing simple .OBJ files as mesh resources,
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which can be then put inside a :ref:`MeshInstance <class_MeshInstance>`
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node for display.
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Generated geometry
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------------------
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It is possible to create custom geometry by using the
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:ref:`ArrayMesh <class_ArrayMesh>` resource directly. Simply create your arrays
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and use the :ref:`ArrayMesh.add_surface_from_arrays() <class_ArrayMesh_method_add_surface_from_arrays>`
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function. A helper class is also available, :ref:`SurfaceTool <class_SurfaceTool>`,
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which provides a more straightforward API and helpers for indexing,
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generating normals, tangents, etc.
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In any case, this method is meant for generating static geometry (models
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that will not be updated often), as creating vertex arrays and
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submitting them to the 3D API has a significant performance cost.
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Immediate geometry
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------------------
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If, instead, there is a requirement to generate simple geometry that
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will be updated often, Godot provides a special node,
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:ref:`ImmediateGeometry <class_ImmediateGeometry>`,
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which provides an OpenGL 1.x style immediate-mode API to create points,
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lines, triangles, etc.
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2D in 3D
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--------
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While Godot packs a powerful 2D engine, many types of games use 2D in a
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3D environment. By using a fixed camera (either orthogonal or
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perspective) that does not rotate, nodes such as
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:ref:`Sprite3D <class_Sprite3D>` and
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:ref:`AnimatedSprite3D <class_AnimatedSprite3D>`
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can be used to create 2D games that take advantage of mixing with 3D
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backgrounds, more realistic parallax, lighting/shadow effects, etc.
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The disadvantage is, of course, that added complexity and reduced
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performance in comparison to plain 2D, as well as the lack of reference
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of working in pixels.
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Environment
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~~~~~~~~~~~
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Besides editing a scene, it is often common to edit the environment.
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Godot provides a :ref:`WorldEnvironment <class_WorldEnvironment>`
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node that allows changing the background color, mode (as in, put a
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skybox), and applying several types of built-in post-processing effects.
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Environments can also be overridden in the Camera.
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3D viewport
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~~~~~~~~~~~
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Editing 3D scenes is done in the 3D tab. This tab can be selected
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manually, but it will be automatically enabled when a Spatial node is
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selected.
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.. image:: img/tuto_3d3.png
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Default 3D scene navigation controls are similar to Blender (aiming to
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have some sort of consistency in the free software pipeline..), but
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options are included to customize mouse buttons and behavior to be
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similar to other tools in the Editor Settings:
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.. image:: img/tuto_3d4.png
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Coordinate system
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-----------------
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Godot uses the `metric <https://en.wikipedia.org/wiki/Metric_system>`__
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system for everything in 3D, with 1 unit being equal to 1 meter.
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Physics and other areas are tuned for this scale. Therefore, attempting to use a
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different scale is usually a bad idea (unless you know what you are doing).
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When working with 3D assets, it's always best to work in the correct
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scale (set your DCC to metric). Godot allows scaling post-import and,
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while this works in most cases, in rare situations it may introduce
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floating-point precision issues (and thus, glitches or artifacts) in
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delicate areas such as rendering or physics. Make sure your artists
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always work in the right scale!
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The Y coordinate is used for "up", though for most objects that need
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alignment (like lights, cameras, capsule collider, vehicle, etc.), the Z
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axis is used as a "pointing towards" direction. This convention roughly
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means that:
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- **X** is sides
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- **Y** is up/down
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- **Z** is front/back
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Space and manipulation gizmos
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-----------------------------
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Moving objects in the 3D view is done through the manipulator gizmos.
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Each axis is represented by a color: Red, Green, Blue represent X, Y, Z
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respectively. This convention applies to the grid and other gizmos too
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(and also to the shader language, ordering of components for
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Vector3, Color, etc.).
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.. image:: img/tuto_3d5.png
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Some useful keybindings:
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- To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling
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or rotating.
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- To center the view on the selected object, press :kbd:`F`.
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View menu
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---------
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The view options are controlled by the "View" menu in the viewport's toolbar.
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.. image:: img/tuto_3d6.png
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You can hide the gizmos in the 3D view of the editor through this menu:
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.. image:: img/tuto_3d6_1.png
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To hide a specific type of gizmos, you can toggle them off in the "View" menu.
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.. image:: img/tuto_3d6_2.png
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Default environment
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-------------------
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When created from the Project Manager, the 3D environment has a default sky.
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.. image:: img/tuto_3d8.png
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Given how physically based rendering works, it is advised to always try to
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work with a default environment in order to provide indirect and reflected
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light to your objects.
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Cameras
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-------
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No matter how many objects are placed in the 3D space, nothing will be
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displayed unless a :ref:`Camera <class_Camera>` is
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also added to the scene. Cameras can work in either orthogonal or
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perspective projections:
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.. image:: img/tuto_3d10.png
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Cameras are associated with (and only display to) a parent or grandparent
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viewport. Since the root of the scene tree is a viewport, cameras will
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display on it by default, but if sub-viewports (either as render target
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or picture-in-picture) are desired, they need their own children cameras
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to display.
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.. image:: img/tuto_3d11.png
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When dealing with multiple cameras, the following rules are enforced for
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each viewport:
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- If no cameras are present in the scene tree, the first one that
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enters it will become the active camera. Further cameras entering the
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scene will be ignored (unless they are set as *current*).
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- If a camera has the "*current*" property set, it will be used
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regardless of any other camera in the scene. If the property is set,
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it will become active, replacing the previous camera.
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- If an active camera leaves the scene tree, the first camera in
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tree-order will take its place.
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Lights
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------
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Godot has a limit of up to 8 lights per mesh. Aside from that, there
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is no limitation on the number of lights, nor of types of lights, in
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Godot. As many as desired can be added, as long as performance allows,
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and no more than 8 lights shine on a single mesh.
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