Moving Camera in 3D Space - Demo 16¶
Purpose¶
Make a moving camera in 3D space. Use Ortho to transform a rectangular prism, defined relative to camera space, into NDC.
Problem purposefully put in¶
When running this demo and moving the viewer, parts of the geometry will disappear. This is because it gets “clipped out”, as the geometry will be outside of NDC, (-1 to 1 on all three axis). We could fix this by making a bigger ortho rectangular prism, but that won’t solve the fundamental problem.
This doesn’t look like a 3D application should, where objects further away from the viewer would appear smaller. This will be fixed in demo17.
How to Execute¶
On Linux or on MacOS, in a shell, type “python src/demo16/demo.py”. On Windows, in a command prompt, type “python src\demo16\demo.py”.
Move the Paddles using the Keyboard¶
Keyboard Input |
Action |
---|---|
w |
Move Left Paddle Up |
s |
Move Left Paddle Down |
k |
Move Right Paddle Down |
i |
Move Right Paddle Up |
d |
Increase Left Paddle’s Rotation |
a |
Decrease Left Paddle’s Rotation |
l |
Increase Right Paddle’s Rotation |
j |
Decrease Right Paddle’s Rotation |
UP |
Move the camera up, moving the objects down |
DOWN |
Move the camera down, moving the objects up |
LEFT |
Move the camera left, moving the objects right |
RIGHT |
Move the camera right, moving the objects left |
q |
Rotate the square around its center |
e |
Rotate the square around paddle 1’s center |
Description¶
Before starting this demo, run mvpVisualization/modelvieworthoprojection/modelvieworthoprojection.py, as it will show graphically all of the steps in this demo. In the GUI, take a look at the camera options buttons, and once the camera is placed and oriented in world space, use the buttons to change the camera’s position and orientation. This will demonstrate what we have to do for moving the camera in a 3D scene.
There are new keyboard inputs to control the moving camera. As you would expect to see in a first person game, up moves the camera forward (-z), down moves the camera backwards (z), left rotates the camera as would happen if you rotated your body to the left, and likewise for right. Page UP and Page DOWN rotate the camera to look up or to look down.
To enable this, the camera is modeled with a data structure, having a position in x,y,z relative to world space, and two rotations (one around the camera’s x axis, and one around the camera’s y axis).
To position the camera you would
translate to the camera’s position, using the actual position values of camera position in world space coordinates.
rotate around the local y axis
rotate around the local x axis
To visualize this, run “python mvpVisualization/modelvieworthoprojection/modelvieworthoprojection.py”
The ordering of 1) before 2) and 3) should be clear, as we are imagining a coordinate system that moves, just like we do for the model-space to world space transformations. The ordering of 2) before 3) is very important, as two rotations around different axes are not commutative, meaning that you can’t change the order and still expect the same results https://en.wikipedia.org/wiki/Commutative_property.
Try this. Rotate your head to the right a little more that 45 degrees. Now rotate your head back a little more than 45 degrees.
Now, reset your head (glPopMatrix, which we have not yet covered). Try rotating your head back 45 degrees. Once it is there, rotate your head (not your neck), 45 degrees. It is different, and quite uncomfortable!
We rotate the camera by the y axis first, then by the relative x axis, for the same reason.
380 # paddle1_vertex_in_world_space: Vertex = paddle1_vertex_in_camera_space.rotate_x(camera.rot_x) \
381 # .rotate_y(camera.rot_y) \
382 # .translate(camera.position_worldspace)
(Remember, read bottom up, just like the previous demos for model-space to world-space data)
Back to the point, we are envisioning the camera relative to the world space by making a moving coordinate system (composed of an origin, 1 unit in the “x” axis, 1 unit in the “y” axis, and 1 unit in the “z” axis), where each subsequent transformation is relative to the previous coordinate system. (This system is beneficial btw because it allows us to think of only one coordinate system at a time, and allows us to forget how we got there, (similar to a Markov process, https://en.wikipedia.org/wiki/Markov_chain))
But this system of thinking works only when we are placing the camera into its position/orientation relative to world space, which is not what we need to actually do. We don’t need to place the camera. We need to move every already-plotted object in world space towards the origin and orientation of NDC. Looking at the following graph,
We want to take the model-space geometry from, say Paddle1 space, to world space, and then to camera space (which is going in the opposite direction of the arrow, therefore requires an inverse operation, because to plot data we go from model-space to screen space on the graph.
Given that the inverse of a sequence of transformations is the sequence backwards, with each transformations inverted, we must do that to get from world space to camera space.
The inverted form is
385 paddle1_vertex_in_camera_space: Vertex = paddle1_vertex_in_world_space.translate(-camera.position_worldspace) \
386 .rotate_y(-camera.rot_y) \
387 .rotate_x(-camera.rot_x)
Other things added Added rotations around the x axis, y axis, and z axis. https://en.wikipedia.org/wiki/Rotation_matrix
Code¶
The camera now has two angles as instance variables.
264
265
266@dataclass
267class Camera:
268 position_worldspace: Vertex = field(default_factory=lambda: Vertex(x=0.0, y=0.0, z=15.0))
269 rot_y: float = 0.0
270 rot_x: float = 0.0
Since we want the user to be able to control the camera, we need to read the input.
288def handle_inputs() -> None:
...
Left and right rotate the viewer’s horizontal angle, page up and page down the vertical angle.
301 if glfw.get_key(window, glfw.KEY_RIGHT) == glfw.PRESS:
302 camera.rot_y -= 0.03
303 if glfw.get_key(window, glfw.KEY_LEFT) == glfw.PRESS:
304 camera.rot_y += 0.03
305 if glfw.get_key(window, glfw.KEY_PAGE_UP) == glfw.PRESS:
306 camera.rot_x += 0.03
307 if glfw.get_key(window, glfw.KEY_PAGE_DOWN) == glfw.PRESS:
308 camera.rot_x -= 0.03
The up arrow and down arrow make the user move forwards and backwards. Unlike the camera space to world space transformation, here for movement code, we don’t do the rotate around the x axis. This is because users expect to simulate walking on the ground, not flying through the sky. I.e, we want forward/backwards movement to happen relative to the XZ plane at the camera’s position, not forward/backwards movement relative to camera space.
312 if glfw.get_key(window, glfw.KEY_UP) == glfw.PRESS:
313 forwards_camera_space = Vertex(x=0.0, y=0.0, z=-1.0)
314 forward_world_space = forwards_camera_space.rotate_y(camera.rot_y) \
315 .translate(camera.position_worldspace)
316 camera.position_worldspace.x = forward_world_space.x
317 camera.position_worldspace.y = forward_world_space.y
318 camera.position_worldspace.z = forward_world_space.z
319 if glfw.get_key(window, glfw.KEY_DOWN) == glfw.PRESS:
320 forwards_camera_space = Vertex(x=0.0, y=0.0, z=1.0)
321 forward_world_space = forwards_camera_space.rotate_y(camera.rot_y) \
322 .translate(camera.position_worldspace)
323 camera.position_worldspace.x = forward_world_space.x
324 camera.position_worldspace.y = forward_world_space.y
325 camera.position_worldspace.z = forward_world_space.z
Ortho is the function call that shrinks the viewable region relative to camera space down to NDC, by moving the center of the rectangular prism to the origin, and scaling by the inverse of the width, height, and depth of the viewable region.
189 def ortho(self: Vertex,
190 left: float,
191 right: float,
192 bottom: float,
193 top: float,
194 near: float,
195 far: float,
196 ) -> Vertex:
197 midpoint = Vertex(
198 x=(left + right) / 2.0,
199 y=(bottom + top) / 2.0,
200 z=(near + far) / 2.0
201 )
202 length_x: float
203 length_y: float
204 length_z: float
205 length_x, length_y, length_z = right - left, top - bottom, far - near
206 return self.translate(-midpoint) \
207 .scale(2.0 / length_x,
208 2.0 / length_y,
209 2.0 / (-length_z))
We will make a wrapper function camera_space_to_ndc_space_fn which calls ortho, setting the size of the rectangular prism.
215 def camera_space_to_ndc_space_fn(self: Vertex) -> Vertex:
216 return self.ortho(left=-10.0,
217 right=10.0,
218 bottom=-10.0,
219 top=10.0,
220 near=-0.1,
221 far=-30.0)
Event Loop¶
The amount of repetition in the code below in starting to get brutal, as there’s too much detail to think about and retype out for every object being drawn, and we’re only dealing with 3 objects. The author put this repetition into the book on purpose, so that when we start using matrices later, the reader will fully appreciate what matrices solve for us.
357while not glfw.window_should_close(window):
...
Paddle 1
374 glColor3f(paddle1.r, paddle1.g, paddle1.b)
375 glBegin(GL_QUADS)
376 for paddle1_vertex_in_model_space in paddle1.vertices:
377 paddle1_vertex_in_world_space: Vertex = paddle1_vertex_in_model_space.rotate_z(paddle1.rotation) \
378 .translate(paddle1.position)
379 # doc-region-begin commented out camera placement
380 # paddle1_vertex_in_world_space: Vertex = paddle1_vertex_in_camera_space.rotate_x(camera.rot_x) \
381 # .rotate_y(camera.rot_y) \
382 # .translate(camera.position_worldspace)
383 # doc-region-end commented out camera placement
384 # doc-region-begin inverted transformation to go from world space to camera space
385 paddle1_vertex_in_camera_space: Vertex = paddle1_vertex_in_world_space.translate(-camera.position_worldspace) \
386 .rotate_y(-camera.rot_y) \
387 .rotate_x(-camera.rot_x)
388 # doc-region-end inverted transformation to go from world space to camera space
389 paddle1_vertex_in_ndc_space: Vertex = paddle1_vertex_in_camera_space.camera_space_to_ndc_space_fn()
390 glVertex3f(paddle1_vertex_in_ndc_space.x, paddle1_vertex_in_ndc_space.y, paddle1_vertex_in_ndc_space.z)
391 glEnd()
Square
the square should not be visible when hidden behind the paddle1, as we did a translate by -10 in the z direction.
397 glColor3f(0.0, 0.0, 1.0)
398 glBegin(GL_QUADS)
399 for model_space in square:
400 paddle_1_space: Vertex = model_space.rotate_z(square_rotation) \
401 .translate(Vertex(x=2.0,
402 y=0.0,
403 z=0.0)) \
404 .rotate_z(rotation_around_paddle1) \
405 .translate(Vertex(x=0.0,
406 y=0.0,
407 z=-1.0))
408 world_space: Vertex =paddle_1_space.rotate_z(paddle1.rotation) \
409 .translate(paddle1.position)
410 # world_space: Vertex = camera_space.rotate_x(camera.rot_x) \
411 # .rotate_y(camera.rot_y) \
412 # .translate(camera.position_worldspace)
413 camera_space: Vertex = world_space.translate(-camera.position_worldspace) \
414 .rotate_y(-camera.rot_y) \
415 .rotate_x(-camera.rot_x)
416 ndc_space: Vertex = camera_space.camera_space_to_ndc_space_fn()
417 glVertex3f(ndc_space.x, ndc_space.y, ndc_space.z)
418 glEnd()
Paddle 2
424 glColor3f(paddle2.r, paddle2.g, paddle2.b)
425 glBegin(GL_QUADS)
426 for paddle2_vertex_model_space in paddle2.vertices:
427 paddle2_vertex_world_space: Vertex = paddle2_vertex_model_space.rotate_z(paddle2.rotation) \
428 .translate(paddle2.position)
429 # paddle2_vertex_world_space: Vertex = paddle2_vertex_camera_space.rotate_x(camera.rot_x) \
430 # .rotate_y(camera.rot_y) \
431 # .translate(camera.position_worldspace)
432
433 paddle2_vertex_camera_space: Vertex = paddle2_vertex_world_space.translate(-camera.position_worldspace) \
434 .rotate_y(-camera.rot_y) \
435 .rotate_x(-camera.rot_x)
436
437 paddle2_vertex_ndc_space: Vertex = paddle2_vertex_camera_space.camera_space_to_ndc_space_fn()
438 glVertex3f(paddle2_vertex_ndc_space.x, paddle2_vertex_ndc_space.y, paddle2_vertex_ndc_space.z)
439 glEnd()