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- .. _doc_vectors_advanced:
- Advanced vector math
- ====================
- Planes
- ~~~~~~
- The dot product has another interesting property with unit vectors.
- Imagine that perpendicular to that vector (and through the origin)
- passes a plane. Planes divide the entire space into positive
- (over the plane) and negative (under the plane), and (contrary to
- popular belief) you can also use their math in 2D:
- .. image:: img/tutovec10.png
- Unit vectors that are perpendicular to a surface (so, they describe the
- orientation of the surface) are called **unit normal vectors**. Though,
- usually they are just abbreviated as *normals*. Normals appear in
- planes, 3D geometry (to determine where each face or vertex is siding),
- etc. A **normal** *is* a **unit vector**, but it's called *normal*
- because of its usage. (Just like we call (0,0) the Origin!).
- The plane passes by the origin and the
- surface of it is perpendicular to the unit vector (or *normal*). The
- side towards the vector points to is the positive half-space, while the
- other side is the negative half-space. In 3D this is exactly the same,
- except that the plane is an infinite surface (imagine an infinite, flat
- sheet of paper that you can orient and is pinned to the origin) instead
- of a line.
- Distance to plane
- -----------------
- Now that it's clear what a plane is, let's go back to the dot product.
- The dot product between a **unit vector** and any **point in space**
- (yes, this time we do dot product between vector and position), returns
- the **distance from the point to the plane**:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var distance = normal.dot(point)
- .. code-tab:: csharp
- var distance = normal.Dot(point);
- But not just the absolute distance, if the point is in the negative half
- space the distance will be negative, too:
- .. image:: img/tutovec11.png
- This allows us to tell which side of the plane a point is.
- Away from the origin
- --------------------
- I know what you are thinking! So far this is nice, but *real* planes are
- everywhere in space, not only passing through the origin. You want real
- *plane* action and you want it *now*.
- Remember that planes not only split space in two, but they also have
- *polarity*. This means that it is possible to have perfectly overlapping
- planes, but their negative and positive half-spaces are swapped.
- With this in mind, let's describe a full plane as a **normal** *N* and a
- **distance from the origin** scalar *D*. Thus, our plane is represented
- by N and D. For example:
- .. image:: img/tutovec12.png
- For 3D math, Godot provides a :ref:`Plane <class_Plane>`
- built-in type that handles this.
- Basically, N and D can represent any plane in space, be it for 2D or 3D
- (depending on the amount of dimensions of N) and the math is the same
- for both. It's the same as before, but D is the distance from the origin
- to the plane, travelling in N direction. As an example, imagine you want
- to reach a point in the plane, you will just do:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var point_in_plane = N*D
- .. code-tab:: csharp
- var pointInPlane = N * D;
- This will stretch (resize) the normal vector and make it touch the
- plane. This math might seem confusing, but it's actually much simpler
- than it seems. If we want to tell, again, the distance from the point to
- the plane, we do the same but adjusting for distance:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var distance = N.dot(point) - D
- .. code-tab:: csharp
- var distance = N.Dot(point) - D;
- The same thing, using a built-in function:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var distance = plane.distance_to(point)
- .. code-tab:: csharp
- var distance = plane.DistanceTo(point);
- This will, again, return either a positive or negative distance.
- Flipping the polarity of the plane can be done by negating both
- N and D. This will result in a plane in the same position, but with
- inverted negative and positive half spaces:
- .. tabs::
- .. code-tab:: gdscript GDScript
- N = -N
- D = -D
- .. code-tab:: csharp
- N = -N;
- D = -D;
- Godot also implements this operator in :ref:`Plane <class_Plane>`.
- So, using the format below will work as expected:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var inverted_plane = -plane
- .. code-tab:: csharp
- var invertedPlane = -plane;
- So, remember, the plane's main practical use is that we can
- calculate the distance to it. So, when is it useful to calculate the
- distance from a point to a plane? Let's see some examples.
- Constructing a plane in 2D
- --------------------------
- Planes clearly don't come out of nowhere, so they must be built.
- Constructing them in 2D is easy, this can be done from either a normal
- (unit vector) and a point, or from two points in space.
- In the case of a normal and a point, most of the work is done, as the
- normal is already computed, so calculate D from the dot product of
- the normal and the point.
- .. tabs::
- .. code-tab:: gdscript GDScript
- var N = normal
- var D = normal.dot(point)
- .. code-tab:: csharp
- var N = normal;
- var D = normal.Dot(point);
- For two points in space, there are actually two planes that pass through
- them, sharing the same space but with normal pointing to the opposite
- directions. To compute the normal from the two points, the direction
- vector must be obtained first, and then it needs to be rotated 90°
- degrees to either side:
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Calculate vector from `a` to `b`.
- var dvec = (point_b - point_a).normalized()
- # Rotate 90 degrees.
- var normal = Vector2(dvec.y, -dvec.x)
- # Alternatively (depending the desired side of the normal):
- # var normal = Vector2(-dvec.y, dvec.x)
- .. code-tab:: csharp
- // Calculate vector from `a` to `b`.
- var dvec = (pointB - pointA).Normalized();
- // Rotate 90 degrees.
- var normal = new Vector2(dvec.y, -dvec.x);
- // Alternatively (depending the desired side of the normal):
- // var normal = new Vector2(-dvec.y, dvec.x);
- The rest is the same as the previous example. Either point_a or
- point_b will work, as they are in the same plane:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var N = normal
- var D = normal.dot(point_a)
- # this works the same
- # var D = normal.dot(point_b)
- .. code-tab:: csharp
- var N = normal;
- var D = normal.Dot(pointA);
- // this works the same
- // var D = normal.Dot(pointB);
- Doing the same in 3D is a little more complex and is explained
- further down.
- Some examples of planes
- -----------------------
- Here is an example of what planes are useful for. Imagine you have
- a `convex <https://www.mathsisfun.com/definitions/convex.html>`__
- polygon. For example, a rectangle, a trapezoid, a triangle, or just any
- polygon where no faces bend inwards.
- For every segment of the polygon, we compute the plane that passes by
- that segment. Once we have the list of planes, we can do neat things,
- for example checking if a point is inside the polygon.
- We go through all planes, if we can find a plane where the distance to
- the point is positive, then the point is outside the polygon. If we
- can't, then the point is inside.
- .. image:: img/tutovec13.png
- Code should be something like this:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var inside = true
- for p in planes:
- # check if distance to plane is positive
- if (p.distance_to(point) > 0):
- inside = false
- break # with one that fails, it's enough
- .. code-tab:: csharp
- var inside = true;
- foreach (var p in planes)
- {
- // check if distance to plane is positive
- if (p.DistanceTo(point) > 0)
- {
- inside = false;
- break; // with one that fails, it's enough
- }
- }
- Pretty cool, huh? But this gets much better! With a little more effort,
- similar logic will let us know when two convex polygons are overlapping
- too. This is called the Separating Axis Theorem (or SAT) and most
- physics engines use this to detect collision.
- With a point, just checking if a plane
- returns a positive distance is enough to tell if the point is outside.
- With another polygon, we must find a plane where *all* *the* *other*
- *polygon* *points* return a positive distance to it. This check is
- performed with the planes of A against the points of B, and then with
- the planes of B against the points of A:
- .. image:: img/tutovec14.png
- Code should be something like this:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var overlapping = true
- for p in planes_of_A:
- var all_out = true
- for v in points_of_B:
- if (p.distance_to(v) < 0):
- all_out = false
- break
- if (all_out):
- # a separating plane was found
- # do not continue testing
- overlapping = false
- break
- if (overlapping):
- # only do this check if no separating plane
- # was found in planes of A
- for p in planes_of_B:
- var all_out = true
- for v in points_of_A:
- if (p.distance_to(v) < 0):
- all_out = false
- break
- if (all_out):
- overlapping = false
- break
- if (overlapping):
- print("Polygons Collided!")
- .. code-tab:: csharp
- var overlapping = true;
- foreach (Plane plane in planesOfA)
- {
- var allOut = true;
- foreach (Vector3 point in pointsOfB)
- {
- if (plane.DistanceTo(point) < 0)
- {
- allOut = false;
- break;
- }
- }
- if (allOut)
- {
- // a separating plane was found
- // do not continue testing
- overlapping = false;
- break;
- }
- }
- if (overlapping)
- {
- // only do this check if no separating plane
- // was found in planes of A
- foreach (Plane plane in planesOfB)
- {
- var allOut = true;
- foreach (Vector3 point in pointsOfA)
- {
- if (plane.DistanceTo(point) < 0)
- {
- allOut = false;
- break;
- }
- }
- if (allOut)
- {
- overlapping = false;
- break;
- }
- }
- }
- if (overlapping)
- {
- GD.Print("Polygons Collided!");
- }
- As you can see, planes are quite useful, and this is the tip of the
- iceberg. You might be wondering what happens with non convex polygons.
- This is usually just handled by splitting the concave polygon into
- smaller convex polygons, or using a technique such as BSP (which is not
- used much nowadays).
- Collision detection in 3D
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- This is another bonus bit, a reward for being patient and keeping up
- with this long tutorial. Here is another piece of wisdom. This might
- not be something with a direct use case (Godot already does collision
- detection pretty well) but it's used by almost all physics engines and collision
- detection libraries :)
- Remember that converting a convex shape in 2D to an array of 2D planes
- was useful for collision detection? You could detect if a point was
- inside any convex shape, or if two 2D convex shapes were overlapping.
- Well, this works in 3D too, if two 3D polyhedral shapes are colliding,
- you won't be able to find a separating plane. If a separating plane is
- found, then the shapes are definitely not colliding.
- To refresh a bit a separating plane means that all vertices of polygon A
- are in one side of the plane, and all vertices of polygon B are in the
- other side. This plane is always one of the face-planes of either
- polygon A or polygon B.
- In 3D though, there is a problem to this approach, because it is
- possible that, in some cases a separating plane can't be found. This is
- an example of such situation:
- .. image:: img/tutovec22.png
- To avoid it, some extra planes need to be tested as separators, these
- planes are the cross product between the edges of polygon A and the
- edges of polygon B
- .. image:: img/tutovec23.png
- So the final algorithm is something like:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var overlapping = true
- for p in planes_of_A:
- var all_out = true
- for v in points_of_B:
- if (p.distance_to(v) < 0):
- all_out = false
- break
- if (all_out):
- # a separating plane was found
- # do not continue testing
- overlapping = false
- break
- if (overlapping):
- # only do this check if no separating plane
- # was found in planes of A
- for p in planes_of_B:
- var all_out = true
- for v in points_of_A:
- if (p.distance_to(v) < 0):
- all_out = false
- break
- if (all_out):
- overlapping = false
- break
- if (overlapping):
- for ea in edges_of_A:
- for eb in edges_of_B:
- var n = ea.cross(eb)
- if (n.length() == 0):
- continue
- var max_A = -1e20 # tiny number
- var min_A = 1e20 # huge number
- # we are using the dot product directly
- # so we can map a maximum and minimum range
- # for each polygon, then check if they
- # overlap.
- for v in points_of_A:
- var d = n.dot(v)
- max_A = max(max_A, d)
- min_A = min(min_A, d)
- var max_B = -1e20 # tiny number
- var min_B = 1e20 # huge number
- for v in points_of_B:
- var d = n.dot(v)
- max_B = max(max_B, d)
- min_B = min(min_B, d)
- if (min_A > max_B or min_B > max_A):
- # not overlapping!
- overlapping = false
- break
- if (not overlapping):
- break
- if (overlapping):
- print("Polygons collided!")
- .. code-tab:: csharp
- var overlapping = true;
- foreach (Plane plane in planesOfA)
- {
- var allOut = true;
- foreach (Vector3 point in pointsOfB)
- {
- if (plane.DistanceTo(point) < 0)
- {
- allOut = false;
- break;
- }
- }
- if (allOut)
- {
- // a separating plane was found
- // do not continue testing
- overlapping = false;
- break;
- }
- }
- if (overlapping)
- {
- // only do this check if no separating plane
- // was found in planes of A
- foreach (Plane plane in planesOfB)
- {
- var allOut = true;
- foreach (Vector3 point in pointsOfA)
- {
- if (plane.DistanceTo(point) < 0)
- {
- allOut = false;
- break;
- }
- }
- if (allOut)
- {
- overlapping = false;
- break;
- }
- }
- }
- if (overlapping)
- {
- foreach (Vector3 edgeA in edgesOfA)
- {
- foreach (Vector3 edgeB in edgesOfB)
- {
- var normal = edgeA.Cross(edgeB);
- if (normal.Length() == 0)
- {
- continue;
- }
- var maxA = float.MinValue; // tiny number
- var minA = float.MaxValue; // huge number
- // we are using the dot product directly
- // so we can map a maximum and minimum range
- // for each polygon, then check if they
- // overlap.
- foreach (Vector3 point in pointsOfA)
- {
- var distance = normal.Dot(point);
- maxA = Mathf.Max(maxA, distance);
- minA = Mathf.Min(minA, distance);
- }
- var maxB = float.MinValue; // tiny number
- var minB = float.MaxValue; // huge number
- foreach (Vector3 point in pointsOfB)
- {
- var distance = normal.Dot(point);
- maxB = Mathf.Max(maxB, distance);
- minB = Mathf.Min(minB, distance);
- }
- if (minA > maxB || minB > maxA)
- {
- // not overlapping!
- overlapping = false;
- break;
- }
- }
- if (!overlapping)
- {
- break;
- }
- }
- }
- if (overlapping)
- {
- GD.Print("Polygons Collided!");
- }
- More information
- ~~~~~~~~~~~~~~~~
- For more information on using vector math in Godot, see the following article:
- - :ref:`doc_matrices_and_transforms`
- If you would like additional explanation, you should check out
- 3Blue1Brown's excellent video series "Essence of Linear Algebra":
- https://www.youtube.com/watch?v=fNk_zzaMoSs&list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab
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