Moving Camera in 3D Space - Demo 17¶
Objective¶
Make a moving camera in 3D space. Use Ortho to transform a rectangular prism, defined relative to camera space, into NDC.

Camera space with ortho volume¶
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.

Demo 16, which looks like trash¶
How to Execute¶
Load src/modelviewprojection/demo17.py in Spyder and hit the play button.
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 modelspace 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.
(Remember, read bottom up, just like the previous demos for modelspace 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,

Demo 16¶
We want to take the modelspace 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 modelspace 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
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.
157
158
159@dataclass
160class Camera:
161 position_ws: Vector3D = field(
162 default_factory=lambda: Vector3D(x=0.0, y=0.0, z=15.0)
163 )
164 rot_y: float = 0.0
165 rot_x: float = 0.0
Since we want the user to be able to control the camera, we need to read the input.
183def handle_inputs() -> None:
...
Left and right rotate the viewer’s horizontal angle, page up and page down the vertical angle.
196 if glfw.get_key(window, glfw.KEY_RIGHT) == glfw.PRESS:
197 camera.rot_y -= 0.03
198 if glfw.get_key(window, glfw.KEY_LEFT) == glfw.PRESS:
199 camera.rot_y += 0.03
200 if glfw.get_key(window, glfw.KEY_PAGE_UP) == glfw.PRESS:
201 camera.rot_x += 0.03
202 if glfw.get_key(window, glfw.KEY_PAGE_DOWN) == glfw.PRESS:
203 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.
207 if glfw.get_key(window, glfw.KEY_UP) == glfw.PRESS:
208 forwards_cs = Vector3D(x=0.0, y=0.0, z=-1.0)
209 forward_ws = compose(translate(camera.position_ws), rotate_y(camera.rot_y))(forwards_cs)
210 camera.position_ws = forward_ws
211 if glfw.get_key(window, glfw.KEY_DOWN) == glfw.PRESS:
212 forwards_cs = Vector3D(x=0.0, y=0.0, z=1.0)
213 forward_ws = compose(translate(camera.position_ws), rotate_y(camera.rot_y))(forwards_cs)
214 camera.position_ws = forward_ws
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.
170def ortho(
171 left: float,
172 right: float,
173 bottom: float,
174 top: float,
175 near: float,
176 far: float,
177) -> Vector3D:
178 midpoint = Vector3D(
179 x=(left + right) / 2.0, y=(bottom + top) / 2.0, z=(near + far) / 2.0
180 )
181 length_x: float
182 length_y: float
183 length_z: float
184 length_x, length_y, length_z = right - left, top - bottom, far - near
185
186 fn = compose(
187 scale(
188 scale_x=(2.0 / length_x),
189 scale_y=(2.0 / length_y),
190 scale_z=(2.0 / (-length_z)),
191 ),
192 translate(-midpoint),
193 )
194
195 def f(vector: Vector3D) -> Vector3D:
196 return fn(vector)
197
198 def f_inv(vector: Vector3D) -> Vector3D:
199 return f_inv(fn)(vector)
200
201 return InvertibleFunction(f, f_inv)
202
203
We will make a wrapper function camera_space_to_ndc_space_fn which calls ortho, setting the size of the rectangular prism.
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.
243while not glfw.window_should_close(window):
...
the square should not be visible when hidden behind the paddle1, as we did a translate by -10 in the z direction.
262 # cameraspace to NDC
263 with push_transformation(
264 ortho(
265 left=-10.0, right=10.0, bottom=-10.0, top=10.0, near=-0.1, far=-30.0
266 )
267 ):
268 # world space to camera space, which is inverse of camera space to world space
269 with push_transformation(
270 inverse(
271 compose(
272 translate(camera.position_ws),
273 rotate_y(camera.rot_y),
274 rotate_x(camera.rot_x),
275 )
276 )
277 ):
278 # paddle 1 space to world space
279 with push_transformation(
280 compose(translate(paddle1.position), rotate_z(paddle1.rotation))
281 ):
282 glColor3f(*astuple(paddle1.color))
283 glBegin(GL_QUADS)
284 for p1_v_ms in paddle1.vertices:
285 paddle1_vector_ndc = fn_stack.modelspace_to_ndc_fn()(
286 p1_v_ms
287 )
288 glVertex3f(
289 paddle1_vector_ndc.x,
290 paddle1_vector_ndc.y,
291 paddle1_vector_ndc.z,
292 )
293 glEnd()
294
295 # square space to paddle 1 space
296 with push_transformation(
297 compose(
298 translate(Vector3D(x=0.0, y=0.0, z=-1.0)),
299 rotate_z(rotation_around_paddle1),
300 translate(Vector3D(x=2.0, y=0.0, z=0.0)),
301 rotate_z(square_rotation),
302 )
303 ):
304 # draw square
305 glColor3f(0.0, 0.0, 1.0)
306 glBegin(GL_QUADS)
307 for ms in square:
308 square_vector_ndc = fn_stack.modelspace_to_ndc_fn()(ms)
309 glVertex3f(
310 square_vector_ndc.x,
311 square_vector_ndc.y,
312 square_vector_ndc.z,
313 )
314 glEnd()
315
316 # paddle 2 space to world space
317 with push_transformation(
318 compose(translate(paddle2.position), rotate_z(paddle2.rotation))
319 ):
320 # draw paddle 2
321 glColor3f(*astuple(paddle2.color))
322 glBegin(GL_QUADS)
323 for p2_v_ms in paddle2.vertices:
324 paddle2_vector_ndc = fn_stack.modelspace_to_ndc_fn()(
325 p2_v_ms
326 )
327 glVertex3f(
328 paddle2_vector_ndc.x,
329 paddle2_vector_ndc.y,
330 paddle2_vector_ndc.z,
331 )
332 glEnd()
333
334 glfw.swap_buffers(window)