introduction_to_3d.rst 8.2 KB

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  1. .. _doc_introduction_to_3d:
  2. Introduction to 3D
  3. ==================
  4. Creating a 3D game can be challenging. That extra Z coordinate makes
  5. many of the common techniques that helped to make 2D games simple no
  6. longer work. To aid in this transition, it is worth mentioning that
  7. Godot uses similar APIs for 2D and 3D. Most nodes are the same and
  8. are present in both 2D and 3D versions. In fact, it is worth checking
  9. the 3D platformer tutorial, or the 3D kinematic character tutorials,
  10. which are almost identical to their 2D counterparts.
  11. In 3D, math is a little more complex than in 2D, so also checking the
  12. :ref:`doc_vector_math` entry in the wiki (which was especially created for game
  13. developers, not mathematicians or engineers) will help pave the way for you
  14. to develop 3D games efficiently.
  15. Spatial node
  16. ~~~~~~~~~~~~
  17. :ref:`Node2D <class_Node2D>` is the base node for 2D.
  18. :ref:`Control <class_Control>` is the base node for everything GUI.
  19. Following this reasoning, the 3D engine uses the :ref:`Spatial <class_Spatial>`
  20. node for everything 3D.
  21. .. image:: img/tuto_3d1.png
  22. Spatial nodes have a local transform, which is relative to the parent
  23. node (as long as the parent node is also of **or inherits from** the type
  24. Spatial). This transform can be accessed as a 4×3
  25. :ref:`Transform <class_Transform>`, or as 3 :ref:`Vector3 <class_Vector3>`
  26. members representing location, Euler rotation (X, Y and Z angles) and
  27. scale.
  28. .. image:: img/tuto_3d2.png
  29. 3D content
  30. ~~~~~~~~~~
  31. Unlike 2D, where loading image content and drawing is straightforward,
  32. 3D is a little more difficult. The content needs to be created with
  33. special 3D tools (usually referred to as DCCs) and exported to an
  34. exchange file format in order to be imported in Godot (3D formats are
  35. not as standardized as images).
  36. DCC-created models
  37. ------------------
  38. .. FIXME: Needs update to properly description Godot 3.x workflow
  39. (used to reference a non existing doc_importing_3d_meshes importer).
  40. There are two pipelines to import 3D models in Godot. The first and most
  41. common one is by :ref:`doc_importing_3d_scenes`, which allows you to import
  42. entire scenes (just as they look in the DCC), including animation,
  43. skeletal rigs, blend shapes, etc.
  44. The second pipeline is by importing simple .OBJ files as mesh resources,
  45. which can be then put inside a :ref:`MeshInstance <class_MeshInstance>`
  46. node for display.
  47. Generated geometry
  48. ------------------
  49. It is possible to create custom geometry by using the
  50. :ref:`ArrayMesh <class_ArrayMesh>` resource directly. Simply create your arrays
  51. and use the :ref:`ArrayMesh.add_surface_from_arrays() <class_ArrayMesh_method_add_surface_from_arrays>`
  52. function. A helper class is also available, :ref:`SurfaceTool <class_SurfaceTool>`,
  53. which provides a more straightforward API and helpers for indexing,
  54. generating normals, tangents, etc.
  55. In any case, this method is meant for generating static geometry (models
  56. that will not be updated often), as creating vertex arrays and
  57. submitting them to the 3D API has a significant performance cost.
  58. Immediate geometry
  59. ------------------
  60. If, instead, there is a requirement to generate simple geometry that
  61. will be updated often, Godot provides a special node,
  62. :ref:`ImmediateGeometry <class_ImmediateGeometry>`,
  63. which provides an OpenGL 1.x style immediate-mode API to create points,
  64. lines, triangles, etc.
  65. 2D in 3D
  66. --------
  67. While Godot packs a powerful 2D engine, many types of games use 2D in a
  68. 3D environment. By using a fixed camera (either orthogonal or
  69. perspective) that does not rotate, nodes such as
  70. :ref:`Sprite3D <class_Sprite3D>` and
  71. :ref:`AnimatedSprite3D <class_AnimatedSprite3D>`
  72. can be used to create 2D games that take advantage of mixing with 3D
  73. backgrounds, more realistic parallax, lighting/shadow effects, etc.
  74. The disadvantage is, of course, that added complexity and reduced
  75. performance in comparison to plain 2D, as well as the lack of reference
  76. of working in pixels.
  77. Environment
  78. ~~~~~~~~~~~
  79. Besides editing a scene, it is often common to edit the environment.
  80. Godot provides a :ref:`WorldEnvironment <class_WorldEnvironment>`
  81. node that allows changing the background color, mode (as in, put a
  82. skybox), and applying several types of built-in post-processing effects.
  83. Environments can also be overridden in the Camera.
  84. 3D viewport
  85. ~~~~~~~~~~~
  86. Editing 3D scenes is done in the 3D tab. This tab can be selected
  87. manually, but it will be automatically enabled when a Spatial node is
  88. selected.
  89. .. image:: img/tuto_3d3.png
  90. Default 3D scene navigation controls are similar to Blender (aiming to
  91. have some sort of consistency in the free software pipeline..), but
  92. options are included to customize mouse buttons and behavior to be
  93. similar to other tools in the Editor Settings:
  94. .. image:: img/tuto_3d4.png
  95. Coordinate system
  96. -----------------
  97. Godot uses the `metric <https://en.wikipedia.org/wiki/Metric_system>`__
  98. system for everything. 3D Physics and other areas are tuned for this, so
  99. attempting to use a different scale is usually a bad idea (unless you
  100. know what you are doing).
  101. When working with 3D assets, it's always best to work in the correct
  102. scale (set your DCC to metric). Godot allows scaling post-import and,
  103. while this works in most cases, in rare situations it may introduce
  104. floating-point precision issues (and thus, glitches or artifacts) in
  105. delicate areas, such as rendering or physics, so make sure your artists
  106. always work in the right scale!
  107. The Y coordinate is used for "up", though for most objects that need
  108. alignment (like lights, cameras, capsule collider, vehicle, etc.), the Z
  109. axis is used as a "pointing towards" direction. This convention roughly
  110. means that:
  111. - **X** is sides
  112. - **Y** is up/down
  113. - **Z** is front/back
  114. Space and manipulation gizmos
  115. -----------------------------
  116. Moving objects in the 3D view is done through the manipulator gizmos.
  117. Each axis is represented by a color: Red, Green, Blue represent X, Y, Z
  118. respectively. This convention applies to the grid and other gizmos too
  119. (and also to the shader language, ordering of components for
  120. Vector3, Color, etc.).
  121. .. image:: img/tuto_3d5.png
  122. Some useful keybindings:
  123. - To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling
  124. or rotating.
  125. - To center the view on the selected object, press :kbd:`F`.
  126. View menu
  127. ---------
  128. The view options are controlled by the "View" menu in the viewport's toolbar.
  129. .. image:: img/tuto_3d6.png
  130. You can hide the gizmos in the 3D view of the editor through this menu:
  131. .. image:: img/tuto_3d6_1.png
  132. To hide a specific type of gizmos, you can toggle them off in the "View" menu.
  133. .. image:: img/tuto_3d6_2.png
  134. Default environment
  135. -------------------
  136. When created from the Project Manager, the 3D environment has a default sky.
  137. .. image:: img/tuto_3d8.png
  138. Given how physically based rendering works, it is advised to always try to
  139. work with a default environment in order to provide indirect and reflected
  140. light to your objects.
  141. Cameras
  142. -------
  143. No matter how many objects are placed in the 3D space, nothing will be
  144. displayed unless a :ref:`Camera <class_Camera>` is
  145. also added to the scene. Cameras can work in either orthogonal or
  146. perspective projections:
  147. .. image:: img/tuto_3d10.png
  148. Cameras are associated with (and only display to) a parent or grandparent
  149. viewport. Since the root of the scene tree is a viewport, cameras will
  150. display on it by default, but if sub-viewports (either as render target
  151. or picture-in-picture) are desired, they need their own children cameras
  152. to display.
  153. .. image:: img/tuto_3d11.png
  154. When dealing with multiple cameras, the following rules are enforced for
  155. each viewport:
  156. - If no cameras are present in the scene tree, the first one that
  157. enters it will become the active camera. Further cameras entering the
  158. scene will be ignored (unless they are set as *current*).
  159. - If a camera has the "*current*" property set, it will be used
  160. regardless of any other camera in the scene. If the property is set,
  161. it will become active, replacing the previous camera.
  162. - If an active camera leaves the scene tree, the first camera in
  163. tree-order will take its place.
  164. Lights
  165. ------
  166. Godot has a limit of up to 8 lights per mesh. Aside from that, there
  167. is no limitation on the number of lights, nor of types of lights, in
  168. Godot. As many as desired can be added, as long as performance allows,
  169. and no more than 8 lights shine on a single mesh.