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