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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 simpler 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.
- .. figure:: img/godot-tps-demo.webp
- :align: center
- :alt: An example 3D game demo created using Godot
- Godot Third Person Shooter (TPS) Demo, available on the
- `Github repository <https://github.com/godotengine/tps-demo>`__ or the
- :ref:`Asset Library <doc_project_manager_downloading_demos>`.
- 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.
- 3D workspace
- ~~~~~~~~~~~~
- Editing 3D scenes is done in the 3D workspace. This workspace can be selected
- manually, but it will be automatically selected when a Node3D node is
- selected.
- .. image:: img/tuto_3d3.webp
- Similar to 2D, the tabs below the workspace selector are used to change between
- currently opened scenes or create a new one using the plus (+) button. The left and
- right docks should be familiar from :ref:`editor introduction <doc_editor_introduction>`.
- Below the scene selector, the main toolbar is visible, and beneath the main toolbar
- is the 3D viewport.
- Main toolbar
- ------------
- Some buttons in the main toolbar are the same as those in the 2D workspace. A brief explanation
- is given with the shortcut if the mouse cursor is hovered over a button for one second.
- Some buttons may have additional functionality if another keypress is performed. A recap
- of main functionality of each button with its default shortcut is provided below from
- left to right:
- .. image:: img/3d_toolbar.webp
- - **Select Mode** (:kbd:`Q`): Allows selection of nodes in the viewport. Left clicking
- on a node to select one. Left clicking and dragging a rectangle selects all
- nodes within the rectangle's boundaries, once released.
- Holding :kbd:`Shift` while selecting adds more nodes to the selection.
- Clicking on a selected node while holding :kbd:`Shift` deselects the node.
- In this mode, you can use the gizmos to perform movement or rotation.
- - **Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes.
- See :ref:`doc_introduction_to_3d_space_and_manipulation` for more details.
- - **Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See
- :ref:`doc_introduction_to_3d_space_and_manipulation` for more details.
- - **Scale Mode** (:kbd:`R`): Enables scaling and displays scaling gizmos in different
- axes for the selected nodes. See :ref:`doc_introduction_to_3d_space_and_manipulation`
- for more details.
- - **Show the list of selectable nodes at the clicked position**: As the description suggests,
- this provides a list of selectable nodes at the clicked position as a context menu,
- if there is more than one node in the clicked area.
- - **Lock** (:kbd:`Ctrl + L`) the selected nodes, preventing selection and movement in the viewport.
- Clicking the button again (or using :kbd:`Ctrl + Shift + L`) unlocks the selected nodes.
- Locked nodes can only be selected in the scene tree.
- They can easily be identified with a padlock next to their node names in the scene tree.
- Clicking on this padlock also unlocks the nodes.
- - **Group selected nodes** (:kbd:`Ctrl + G`). This allows selection of the root node if
- any of the children are selected.
- Using :kbd:`Ctrl + G` ungroups them. Additionally, clicking the ungroup button in
- the scene tree performs the same action.
- - **Use Local Space** (:kbd:`T`): If enabled, gizmos of a node are drawn using the current node's
- rotation angle instead of the :ref:`global viewport axes <doc_introduction_to_3d_coordinate_system>`.
- - **Use Snap** (:kbd:`Y`): If enabled, movement, and rotation snap to grid. Snapping can also
- temporarily be activated using :kbd:`Ctrl` while performing the action.
- The settings for changing snap options are explained below.
- - **Project Camera Override**: This action temporarily replaces the active camera in the level
- (e.g., the camera following the player) with the camera in the editor's viewport, allowing you
- to move freely and inspect the level's different parts, while game is running.
- - **Toggle preview sunlight**: If no DirectionalLight3D exist in the scene, a preview
- of sunlight can be used as a light source. See
- :ref:`doc_introduction_to_3d_preview_environment_light` for more details.
- - **Toggle preview environment**: If no WorldEnvironment exists in the scene, a preview of the
- environment can be used as a placeholder. See
- :ref:`doc_introduction_to_3d_preview_environment_light` for more details.
- - **Edit Sun and Environment Settings (three dots)**: Opens the menu to configure preview
- sunlight and environment settings. See :ref:`doc_introduction_to_3d_preview_environment_light`
- for more details.
- - **Transform menu**: It has three options:
- - *Snap Object to Floor*: Snaps an object to a solid floor.
- - *Transform Dialog*: Opens a dialog to adjust transform parameters (translate, rotate, scale,
- and transform) manually.
- - *Snap Settings*: Allows you to change transform, rotate snap (in degrees), and scale snap
- (in percent) settings.
- - **View menu**: Controls the view options and enables additional viewports:
- .. image:: img/tuto_3d6.webp
- In this menu, you can also show/hide grids, which are set to 1x1 meter by default,
- and the origin, where the blue, green, and red axis lines intersect.
- Moreover, specific types of gizmos can be toggled in this menu.
- .. image:: img/tuto_3d6_2.webp
- An open eye means that the gizmo is visible, a closed eye means it is hidden.
- A half-open eye means that it is also visible through opaque surfaces.
- Clicking on *Settings* in this view menu opens a window to change the
- *Vertical Field of View (VFOV)* parameter
- (in degrees), *Z-Near*, and *Z-Far* values.
- Next to the View menu, additional buttons may be visible. In the toolbar image
- at the beginning of this chapter, an additional *Mesh* button appears because a
- MeshInstance3D is selected. This menu provides some quick actions or tools to
- work on a specific node or selection.
- View menu of viewport
- ---------------------
- Below the *Select* tool, in the 3D viewport, clicking on the three dots opens the
- **View menu** for the viewport.
- Hiding all shown gizmos in the editor's 3D view can also be performed through
- this menu:
- .. image:: img/tuto_3d6_1.webp
- This menu also displays the current view type and enables quick adjustment of the
- viewport's viewing angle. Additionally, it offers options to modify the appearance of
- nodes within the viewport.
- .. _doc_introduction_to_3d_coordinate_system:
- 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
- the unit to metric in your 3D modeling software). 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". As for the horizontal X/Z axes, Godot uses a
- **right-handed** coordinate system. This means that for most objects that need
- alignment (such as lights or cameras), 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
- See this chart for comparison with other 3D software:
- .. figure:: img/introduction_to_3d_coordinate_systems.webp
- :align: center
- :alt: 3D coordinate systems comparison chart
- Image by `Freya Holmér <https://twitter.com/FreyaHolmer>`__
- .. _doc_introduction_to_3d_space_and_manipulation:
- Space and manipulation gizmos
- -----------------------------
- Moving, rotating, and scaling 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.webp
- 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`.
- In the viewport, the arrows can be clicked and held to move the object on an axis.
- The arcs can be clicked and held to rotate the object.
- To lock one axis and move the object freely in the other two axes, the colored rectangles
- can be clicked, held, and dragged.
- If the transform mode is changed from *Select Mode* to *Scale Mode*, the arrows will be
- replaced by cubes, which can be dragged to scale an object as if the object is being moved.
- Navigating the 3D environment
- -----------------------------
- In 3D environments, it is often important to adjust the viewpoint or angle
- from which you are viewing the scene.
- In Godot, navigating the 3D environment in the viewport (or spatial editor)
- can be done in multiple ways.
- The 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. To change the controls
- to Maya or Modo controls, you can navigate to **Editor Settings > Editors > 3D**.
- Then, under *Navigation*, search for *Navigation Scheme*.
- .. image:: img/tuto_3d4.webp
- Using the default settings, the following shortcuts control how one can
- navigate in the viewport:
- Pressing the middle mouse button and dragging the mouse allows you to orbit around
- the center of what is on the screen.
- It is also possible to left-click and hold the manipulator gizmo located
- on the top right of the viewport to orbit around the center:
- .. image:: img/tuto_3d_gizmo.webp
- Left-clicking on one of the colored circles will set the view to the chosen
- orthogonal and the viewport's view menu will be updated accordingly.
- .. image:: img/tuto_3d_updated_view_menu.webp
- If the *Perspective* view is enabled on the viewport (can be seen on the viewport's View menu,
- not the View menu on the main toolbar), holding down the right mouse button on the viewport
- or pressing :kbd:`Shift + F` switches to "free-look" mode.
- In this mode you can move the mouse to look around, use the :kbd:`W` :kbd:`A`
- :kbd:`S` :kbd:`D` keys to fly around the view, :kbd:`E` to go up, and :kbd:`Q` to
- go down. To disable this mode, release the right mouse button or press
- :kbd:`Shift + F` again.
- In the free-look mode, you can temporarily increase the flying
- speed using :kbd:`Shift` or decrease it using :kbd:`Alt`. To change and keep the
- speed modifier use :kbd:`mouse wheel up` or :kbd:`mouse wheel down`, to increase or
- decrease it, respectively.
- In orthogonal mode, holding the right mouse button will pan the view instead.
- Use :kbd:`Keypad 5` to toggle between perspective and orthogonal view.
- Using Blender-style transform shortcuts
- ---------------------------------------
- Since Godot 4.2, you can enable Blender-style shortcuts for translating,
- rotating and scaling nodes. In Blender, these shortcuts are:
- - :kbd:`G` for translating
- - :kbd:`R` for rotating
- - :kbd:`S` for scaling
- After pressing a shortcut key while focusing on the 3D editor viewport,
- move the mouse or enter a number to move the selected node(s) by the
- specified amount in 3D units. You can constrain movement to a specific
- axis by specifying the axis as a letter, then the distance (if entering a
- value with the keyboard).
- For instance, to move the selection upwards by 2.5 units, enter the
- following sequence in order (Y+ is upwards in Godot):
- :kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`
- To use Blender-style transform shortcuts in Godot, go to the Editor Settings'
- **Shortcuts** tab, then in the Spatial Editor section:
- - Bind **Begin Translate Transformation** to :kbd:`G`.
- - Bind **Begin Rotate Transformation** to :kbd:`R`.
- - Bind **Begin Scale Transformation** to :kbd:`S`.
- - Finally, unbind **Scale Mode** so that its shortcut won't conflict with
- **Begin Rotate Transformation**.
- .. tip:: More shortcuts can be found on the
- :ref:`doc_default_key_mapping_shortcuts_spatial_editor` page.
- Node3D 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:`Node3D <class_Node3D>`
- node for everything 3D.
- .. image:: img/tuto_3d1.webp
- Node3Ds 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
- Node3D). This transform can be accessed as a 3×4
- :ref:`Transform3D <class_Transform3D>`, or as 3 :ref:`Vector3 <class_Vector3>`
- members representing location, Euler rotation (X, Y and Z angles) and
- scale.
- .. image:: img/tuto_3d2.webp
- 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
- (also called 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.
- Manually authored models (using 3D modeling software)
- -----------------------------------------------------
- .. FIXME: Needs update to properly description Godot 3.x workflow
- (used to reference a non existing doc_importing_3d_meshes importer).
- It is possible to import 3D models in Godot created in external tools.
- Depending on the format, you can import entire scenes (exactly as they look in
- the 3D modeling software), including animation, skeletal rigs, blend shapes, or
- as simple resources.
- .. seealso:: See :ref:`doc_importing_3d_scenes` for more on importing.
- 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.
- .. note:: To learn about prototyping inside Godot or using external tools, see
- :ref:`doc_csg_tools`.
- Immediate geometry
- ------------------
- If, instead, you need to generate simple geometry that will be updated often,
- Godot provides a special :ref:`ImmediateMesh <class_ImmediateMesh>` resource
- that can be used in a :ref:`MeshInstance3D <class_MeshInstance3D>` node.
- This 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.
- .. _doc_introduction_to_3d_preview_environment_light:
- Preview environment and light
- -----------------------------
- By default, any 3D scene that doesn't have a :ref:`WorldEnvironment <class_WorldEnvironment>`
- node, or a :ref:`DirectionalLight3D <class_DirectionalLight3D>`, will have
- a preview turned on for what it's missing to light the scene.
- The preview light and environment will only be visible in the scene while
- in the editor. If you run the scene or export the project they will not
- affect the scene.
- The preview light and environment can be turned on or off from the top menu
- by clicking on their respective icon.
- .. image:: img/tuto_3d8.webp
-
- The three dots dropdown menu next to those icons can be used to adjust the properties
- of the preview environment and light if they are enabled.
- .. image:: img/tuto_3d9.webp
- The same preview sun and environment is used for every scene in the same project,
- So only make adjustments that would apply to all of the scenes you will need a preview
- light and environment for.
- Cameras
- -------
- No matter how many objects are placed in the 3D space, nothing will be
- displayed unless a :ref:`Camera3D <class_Camera3D>` is
- also added to the scene. Cameras can work in either orthogonal or
- perspective projections:
- .. image:: img/tuto_3d10.webp
- 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
- ------
- The background environment emits some ambient light which appears on surfaces.
- Still, without any light sources placed in the scene, the scene will appear
- quite dark unless the background environment is very bright.
- Most outdoor scenes have a directional light (the sun or moon), while indoor
- scenes typically have several positional lights (lamps, torches, …).
- See :ref:`doc_lights_and_shadows` for more information on setting up lights in Godot.
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