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

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

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

  1. translate to the camera’s position, using the actual position values of camera position in world space coordinates.

  2. rotate around the local y axis

  3. 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

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.

src/modelviewprojection/demo17.py
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.

src/modelviewprojection/demo17.py
183def handle_inputs() -> None:
...

Left and right rotate the viewer’s horizontal angle, page up and page down the vertical angle.

src/modelviewprojection/demo17.py
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.

src/modelviewprojection/demo17.py
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(
210            translate(camera.position_ws), rotate_y(camera.rot_y)
211        )(forwards_cs)
212        camera.position_ws = forward_ws
213    if glfw.get_key(window, glfw.KEY_DOWN) == glfw.PRESS:
214        forwards_cs = Vector3D(x=0.0, y=0.0, z=1.0)
215        forward_ws = compose(
216            translate(camera.position_ws), rotate_y(camera.rot_y)
217        )(forwards_cs)
218        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.

src/modelviewprojection/mathutils3d.py
277def ortho(
278    left: float,
279    right: float,
280    bottom: float,
281    top: float,
282    near: float,
283    far: float,
284) -> InvertibleFunction[Vector3D]:
285    midpoint = Vector3D(
286        x=(left + right) / 2.0, y=(bottom + top) / 2.0, z=(near + far) / 2.0
287    )
288    length_x: float
289    length_y: float
290    length_z: float
291    length_x, length_y, length_z = right - left, top - bottom, far - near
292
293    fn = compose(
294        scale(
295            m_x=(2.0 / length_x),
296            m_y=(2.0 / length_y),
297            m_z=(2.0 / (-length_z)),
298        ),
299        translate(-midpoint),
300    )
301
302    def f(vector: Vector3D) -> Vector3D:
303        return fn(vector)
304
305    def f_inv(vector: Vector3D) -> Vector3D:
306        return f_inv(fn)(vector)
307
308    return InvertibleFunction[Vector3D](f, f_inv)

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.

src/modelviewprojection/demo17.py
247while 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.

src/modelviewprojection/demo17.py
266    # cameraspace to NDC
267    with push_transformation(
268        ortho(
269            left=-10.0, right=10.0, bottom=-10.0, top=10.0, near=-0.1, far=-30.0
270        )
271    ):
272        # world space to camera space, which is inverse of camera space to world space
273        with push_transformation(
274            inverse(
275                compose(
276                    translate(camera.position_ws),
277                    rotate_y(camera.rot_y),
278                    rotate_x(camera.rot_x),
279                )
280            )
281        ):
282            # paddle 1 space to world space
283            with push_transformation(
284                compose(translate(paddle1.position), rotate_z(paddle1.rotation))
285            ):
286                glColor3f(*astuple(paddle1.color))
287                glBegin(GL_QUADS)
288                for p1_v_ms in paddle1.vertices:
289                    paddle1_vector_ndc = fn_stack.modelspace_to_ndc_fn()(
290                        p1_v_ms
291                    )
292                    glVertex3f(
293                        paddle1_vector_ndc.x,
294                        paddle1_vector_ndc.y,
295                        paddle1_vector_ndc.z,
296                    )
297                glEnd()
298
299                # square space to paddle 1 space
300                with push_transformation(
301                    compose(
302                        translate(Vector3D(x=0.0, y=0.0, z=-1.0)),
303                        rotate_z(rotation_around_paddle1),
304                        translate(Vector3D(x=2.0, y=0.0, z=0.0)),
305                        rotate_z(square_rotation),
306                    )
307                ):
308                    # draw square
309                    glColor3f(0.0, 0.0, 1.0)
310                    glBegin(GL_QUADS)
311                    for ms in square:
312                        square_vector_ndc = fn_stack.modelspace_to_ndc_fn()(ms)
313                        glVertex3f(
314                            square_vector_ndc.x,
315                            square_vector_ndc.y,
316                            square_vector_ndc.z,
317                        )
318                    glEnd()
319
320            # paddle 2 space to world space
321            with push_transformation(
322                compose(translate(paddle2.position), rotate_z(paddle2.rotation))
323            ):
324                # draw paddle 2
325                glColor3f(*astuple(paddle2.color))
326                glBegin(GL_QUADS)
327                for p2_v_ms in paddle2.vertices:
328                    paddle2_vector_ndc = fn_stack.modelspace_to_ndc_fn()(
329                        p2_v_ms
330                    )
331                    glVertex3f(
332                        paddle2_vector_ndc.x,
333                        paddle2_vector_ndc.y,
334                        paddle2_vector_ndc.z,
335                    )
336                glEnd()
337
338    glfw.swap_buffers(window)