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- .. _doc_vector_math:
- Vector math
- ===========
- Introduction
- ~~~~~~~~~~~~
- This tutorial is a short and practical introduction to linear algebra as it
- applies to game development. Linear algebra is the study of vectors and their
- uses. Vectors have many applications in both 2D and 3D development and Godot
- uses them extensively. Developing a good understanding of vector math is
- essential to becoming a strong game developer.
- .. note:: This tutorial is **not** a formal textbook on linear algebra. We will
- only be looking at how it is applied to game development. For a
- broader look at the mathematics, see
- https://www.khanacademy.org/math/linear-algebra
- Coordinate systems (2D)
- ~~~~~~~~~~~~~~~~~~~~~~~
- In 2D space, coordinates are defined using a horizontal axis (``x``) and a
- vertical axis (``y``). A particular position in 2D space is written as a pair of
- values such as ``(4, 3)``.
- .. image:: img/vector_axis1.png
- .. note:: If you're new to computer graphics, it might seem odd that the
- positive ``y`` axis points **downwards** instead of upwards, as you
- probably learned in math class. However, this is common in most
- computer graphics applications.
- Any position in the 2D plane can be identified by a pair of numbers in this way.
- However, we can also think of the position ``(4, 3)`` as an **offset** from the
- ``(0, 0)`` point, or **origin**. Draw an arrow pointing from the origin to the
- point:
- .. image:: img/vector_xy1.png
- This is a **vector**. A vector represents a lot of useful information. As well
- as telling us that the point is at ``(4, 3)``, we can also think of it as an
- angle ``θ`` (theta) and a length (or magnitude) ``m``. In this case, the arrow
- is a **position vector** - it denotes a position in space, relative to the
- origin.
- A very important point to consider about vectors is that they only represent
- **relative** direction and magnitude. There is no concept of a vector's
- position. The following two vectors are identical:
- .. image:: img/vector_xy2.png
- Both vectors represent a point 4 units to the right and 3 units below some
- starting point. It does not matter where on the plane you draw the vector, it
- always represents a relative direction and magnitude.
- Vector operations
- ~~~~~~~~~~~~~~~~~
- You can use either method (x and y coordinates or angle and magnitude) to refer
- to a vector, but for convenience, programmers typically use the coordinate
- notation. For example, in Godot, the origin is the top-left corner of the
- screen, so to place a 2D node named ``Node2D`` 400 pixels to the right and 300
- pixels down, use the following code:
- .. tabs::
- .. code-tab:: gdscript GDScript
- $Node2D.position = Vector2(400, 300)
- .. code-tab:: csharp
- var node2D = GetNode<Node2D>("Node2D");
- node2D.Position = new Vector2(400, 300);
- Godot supports both :ref:`Vector2 <class_Vector2>` and :ref:`Vector3
- <class_Vector3>` for 2D and 3D usage, respectively. The same mathematical rules
- discussed in this article apply to both types, and wherever we link to
- ``Vector2`` methods in the class reference, you can also check out their
- ``Vector3`` counterparts.
- Member access
- -------------
- The individual components of the vector can be accessed directly by name.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Create a vector with coordinates (2, 5).
- var a = Vector2(2, 5)
- # Create a vector and assign x and y manually.
- var b = Vector2()
- b.x = 3
- b.y = 1
- .. code-tab:: csharp
- // Create a vector with coordinates (2, 5).
- var a = new Vector2(2, 5);
- // Create a vector and assign x and y manually.
- var b = new Vector2();
- b.X = 3;
- b.Y = 1;
- Adding vectors
- --------------
- When adding or subtracting two vectors, the corresponding components are added:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var c = a + b # (2, 5) + (3, 1) = (5, 6)
- .. code-tab:: csharp
- var c = a + b; // (2, 5) + (3, 1) = (5, 6)
- We can also see this visually by adding the second vector at the end of
- the first:
- .. image:: img/vector_add1.png
- Note that adding ``a + b`` gives the same result as ``b + a``.
- Scalar multiplication
- ---------------------
- .. note:: Vectors represent both direction and magnitude. A value representing
- only magnitude is called a **scalar**. Scalars use the
- :ref:`class_float` type in Godot.
- A vector can be multiplied by a **scalar**:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var c = a * 2 # (2, 5) * 2 = (4, 10)
- var d = b / 3 # (3, 6) / 3 = (1, 2)
- var e = d * -2 # (1, 2) * -2 = (-2, -4)
- .. code-tab:: csharp
- var c = a * 2; // (2, 5) * 2 = (4, 10)
- var d = b / 3; // (3, 6) / 3 = (1, 2)
- var e = d * -2; // (1, 2) * -2 = (-2, -4)
- .. image:: img/vector_mult1.png
- .. note:: Multiplying a vector by a positive scalar does not change its direction, only
- its magnitude. Multiplying with a negative scalar results in a vector in the
- opposite direction. This is how you **scale** a vector.
- Practical applications
- ~~~~~~~~~~~~~~~~~~~~~~
- Let's look at two common uses for vector addition and subtraction.
- Movement
- --------
- A vector can represent **any** quantity with a magnitude and direction. Typical
- examples are: position, velocity, acceleration, and force. In this image, the
- spaceship at step 1 has a position vector of ``(1, 3)`` and a velocity vector of
- ``(2, 1)``. The velocity vector represents how far the ship moves each step. We
- can find the position for step 2 by adding the velocity to the current position.
- .. image:: img/vector_movement1.png
- .. tip:: Velocity measures the **change** in position per unit of time. The new
- position is found by adding the velocity multiplied by the elapsed time
- (here assumed to be one unit, e.g. 1 s) to the previous position.
- In a typical 2D game scenario, you would have a velocity in pixels per
- second, and multiply it by the ``delta`` parameter (time elapsed since
- the previous frame) from the :ref:`_process() <class_Node_private_method__process>`
- or :ref:`_physics_process() <class_Node_private_method__physics_process>`
- callbacks.
- Pointing toward a target
- ------------------------
- In this scenario, you have a tank that wishes to point its turret at a robot.
- Subtracting the tank's position from the robot's position gives the vector
- pointing from the tank to the robot.
- .. image:: img/vector_subtract2.webp
- .. tip:: To find a vector pointing from ``A`` to ``B``, use ``B - A``.
- Unit vectors
- ~~~~~~~~~~~~
- A vector with **magnitude** of ``1`` is called a **unit vector**. They are also
- sometimes referred to as **direction vectors** or **normals**. Unit vectors are
- helpful when you need to keep track of a direction.
- Normalization
- -------------
- **Normalizing** a vector means reducing its length to ``1`` while preserving its
- direction. This is done by dividing each of its components by its magnitude.
- Because this is such a common operation, Godot provides a dedicated
- :ref:`normalized() <class_Vector2_method_normalized>` method for this:
- .. tabs::
- .. code-tab:: gdscript GDScript
- a = a.normalized()
- .. code-tab:: csharp
- a = a.Normalized();
- .. warning:: Because normalization involves dividing by the vector's length, you
- cannot normalize a vector of length ``0``. Attempting to do so
- would normally result in an error. In GDScript though, trying to
- call the ``normalized()`` method on a vector of length 0 leaves the
- value untouched and avoids the error for you.
- Reflection
- ----------
- A common use of unit vectors is to indicate **normals**. Normal vectors are unit
- vectors aligned perpendicularly to a surface, defining its direction. They are
- commonly used for lighting, collisions, and other operations involving surfaces.
- For example, imagine we have a moving ball that we want to bounce off a wall or
- other object:
- .. image:: img/vector_reflect1.png
- The surface normal has a value of ``(0, -1)`` because this is a horizontal
- surface. When the ball collides, we take its remaining motion (the amount left
- over when it hits the surface) and reflect it using the normal. In Godot, there
- is a :ref:`bounce() <class_Vector2_method_bounce>` method to handle this.
- Here is a code example of the above diagram using a :ref:`CharacterBody2D
- <class_CharacterBody2D>`:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var collision: KinematicCollision2D = move_and_collide(velocity * delta)
- if collision:
- var reflect = collision.get_remainder().bounce(collision.get_normal())
- velocity = velocity.bounce(collision.get_normal())
- move_and_collide(reflect)
- .. code-tab:: csharp
- KinematicCollision2D collision = MoveAndCollide(_velocity * (float)delta);
- if (collision != null)
- {
- var reflect = collision.GetRemainder().Bounce(collision.GetNormal());
- _velocity = _velocity.Bounce(collision.GetNormal());
- MoveAndCollide(reflect);
- }
- Dot product
- ~~~~~~~~~~~
- The **dot product** is one of the most important concepts in vector math, but is
- often misunderstood. Dot product is an operation on two vectors that returns a
- **scalar**. Unlike a vector, which contains both magnitude and direction, a
- scalar value has only magnitude.
- The formula for dot product takes two common forms:
- .. image:: img/vector_dot1.png
- and
- .. image:: img/vector_dot2.png
- The mathematical notation *||A||* represents the magnitude of vector ``A``, and
- *A*\ :sub:`x` means the ``x`` component of vector ``A``.
- However, in most cases it is easiest to use the built-in :ref:`dot()
- <class_Vector2_method_dot>` method. Note that the order of the two vectors does not matter:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var c = a.dot(b)
- var d = b.dot(a) # These are equivalent.
- .. code-tab:: csharp
- float c = a.Dot(b);
- float d = b.Dot(a); // These are equivalent.
- The dot product is most useful when used with unit vectors, making the first
- formula reduce to just ``cos(θ)``. This means we can use the dot product to tell
- us something about the angle between two vectors:
- .. image:: img/vector_dot3.png
- When using unit vectors, the result will always be between ``-1`` (180°) and
- ``1`` (0°).
- Facing
- ------
- We can use this fact to detect whether an object is facing toward another
- object. In the diagram below, the player ``P`` is trying to avoid the zombies
- ``A`` and ``B``. Assuming a zombie's field of view is **180°**, can they see the
- player?
- .. image:: img/vector_facing2.png
- The green arrows ``fA`` and ``fB`` are **unit vectors** representing the
- zombie's facing direction and the blue semicircle represents its field of view.
- For zombie ``A``, we find the direction vector ``AP`` pointing to the player
- using ``P - A`` and normalize it, however, Godot has a helper method to do this
- called :ref:`direction_to() <class_Vector2_method_direction_to>`. If the angle
- between this vector and the facing vector is less than 90°, then the zombie can
- see the player.
- In code it would look like this:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var AP = A.direction_to(P)
- if AP.dot(fA) > 0:
- print("A sees P!")
- .. code-tab:: csharp
- var AP = A.DirectionTo(P);
- if (AP.Dot(fA) > 0)
- {
- GD.Print("A sees P!");
- }
- Cross product
- ~~~~~~~~~~~~~
- Like the dot product, the **cross product** is an operation on two vectors.
- However, the result of the cross product is a vector with a direction that is
- perpendicular to both. Its magnitude depends on their relative angle. If two
- vectors are parallel, the result of their cross product will be a null vector.
- .. image:: img/vector_cross1.png
- .. image:: img/vector_cross2.png
- The cross product is calculated like this:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var c = Vector3()
- c.x = (a.y * b.z) - (a.z * b.y)
- c.y = (a.z * b.x) - (a.x * b.z)
- c.z = (a.x * b.y) - (a.y * b.x)
- .. code-tab:: csharp
- var c = new Vector3();
- c.X = (a.Y * b.Z) - (a.Z * b.Y);
- c.Y = (a.Z * b.X) - (a.X * b.Z);
- c.Z = (a.X * b.Y) - (a.Y * b.X);
- With Godot, you can use the built-in :ref:`Vector3.cross() <class_Vector3_method_cross>`
- method:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var c = a.cross(b)
- .. code-tab:: csharp
- var c = a.Cross(b);
- The cross product is not mathematically defined in 2D. The :ref:`Vector2.cross()
- <class_Vector2_method_cross>` method is a commonly used analog of the 3D cross
- product for 2D vectors.
- .. note:: In the cross product, order matters. ``a.cross(b)`` does not give the
- same result as ``b.cross(a)``. The resulting vectors point in
- **opposite** directions.
- Calculating normals
- -------------------
- One common use of cross products is to find the surface normal of a plane or
- surface in 3D space. If we have the triangle ``ABC`` we can use vector
- subtraction to find two edges ``AB`` and ``AC``. Using the cross product,
- ``AB × AC`` produces a vector perpendicular to both: the surface normal.
- Here is a function to calculate a triangle's normal:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func get_triangle_normal(a, b, c):
- # Find the surface normal given 3 vertices.
- var side1 = b - a
- var side2 = c - a
- var normal = side1.cross(side2)
- return normal
- .. code-tab:: csharp
- Vector3 GetTriangleNormal(Vector3 a, Vector3 b, Vector3 c)
- {
- // Find the surface normal given 3 vertices.
- var side1 = b - a;
- var side2 = c - a;
- var normal = side1.Cross(side2);
- return normal;
- }
- Pointing to a target
- --------------------
- In the dot product section above, we saw how it could be used to find the angle
- between two vectors. However, in 3D, this is not enough information. We also
- need to know what axis to rotate around. We can find that by calculating the
- cross product of the current facing direction and the target direction. The
- resulting perpendicular vector is the axis of rotation.
- More information
- ~~~~~~~~~~~~~~~~
- For more information on using vector math in Godot, see the following articles:
- - :ref:`doc_vectors_advanced`
- - :ref:`doc_matrices_and_transforms`
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