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@@ -12,9 +12,9 @@ the 3D platformer tutorial, or the 3D kinematic character tutorials,
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which are almost identical to their 2D counterparts.
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In 3D, math is a little more complex than in 2D, so also checking the
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-:ref:`doc_vector_math` in the wiki (which were especially created for game
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-developers, not mathematicians or engineers) will help pave the way into
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-efficiently developing 3D games.
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+:ref:`doc_vector_math` entry in the wiki (which was especially created for game
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+developers, not mathematicians or engineers) will help pave the way for you
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+to develop 3D games efficiently.
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Spatial node
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~~~~~~~~~~~~
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@@ -27,7 +27,7 @@ node for everything 3D.
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.. image:: img/tuto_3d1.png
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Spatial nodes have a local transform, which is relative to the parent
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-node (as long as the parent node is also **or inherits** of type
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+node (as long as the parent node is also of **or inherits** from the type
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Spatial). This transform can be accessed as a 4x3
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:ref:`Transform <class_Transform>`, or as 3 :ref:`Vector3 <class_Vector3>`
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members representing location, Euler rotation (x,y and z angles) and
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@@ -40,7 +40,7 @@ scale.
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Unlike 2D, where loading image content and drawing is straightforward,
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3D is a little more difficult. The content needs to be created with
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-special 3D tool (usually referred to as DCCs) and exported to an
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+special 3D tools (usually referred to as DCCs) and exported to an
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exchange file format in order to be imported in Godot (3D formats are
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not as standardized as images).
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@@ -48,7 +48,7 @@ DCC-created models
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------------------
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There are two pipelines to import 3D models in Godot. The first and most
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-common one is through the :ref:`doc_importing_3d_scenes` importer, which allows to import
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+common one is through the :ref:`doc_importing_3d_scenes` importer, which allows you to import
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entire scenes (just as they look in the DCC), including animation,
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skeletal rigs, blend shapes, etc.
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@@ -76,7 +76,7 @@ Immediate geometry
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If, instead, there is a requirement to generate simple geometry that
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will be updated often, Godot provides a special node,
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-:ref:`ImmediateGeometry <class_ImmediateGeometry>`
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+:ref:`ImmediateGeometry <class_ImmediateGeometry>`,
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which provides an OpenGL 1.x style immediate-mode API to create points,
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lines, triangles, etc.
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@@ -116,7 +116,7 @@ selected.
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Default 3D scene navigation controls are similar to Blender (aiming to
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have some sort of consistency in the free software pipeline..), but
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options are included to customize mouse buttons and behavior to be
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-similar to other tools in Editor Settings:
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+similar to other tools in the Editor Settings:
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.. image:: img/tuto_3d4.png
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@@ -132,7 +132,7 @@ When working with 3D assets, it's always best to work in the correct
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scale (set your DCC to metric). Godot allows scaling post-import and,
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while this works in most cases, in rare situations it may introduce
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floating point precision issues (and thus, glitches or artifacts) in
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-delicate areas such as rendering or physics. So, make sure your artists
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+delicate areas, such as rendering or physics, so make sure your artists
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always work in the right scale!
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The Y coordinate is used for "up", though for most objects that need
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@@ -157,7 +157,7 @@ Vector3,Color,etc.).
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Some useful keybindings:
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-- To snap motion or rotation, press the "s" key while moving, scaling
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+- To snap placement or rotation, press the "s" key while moving, scaling
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or rotating.
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- To center the view on the selected object, press the "f" key.
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@@ -190,14 +190,14 @@ light to your objects.
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Cameras
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-------
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-No matter how many objects are placed in 3D space, nothing will be
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+No matter how many objects are placed in the 3D space, nothing will be
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displayed unless a :ref:`Camera <class_Camera>` is
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-also added to the scene. Cameras can either work in orthogonal or
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+also added to the scene. Cameras can work in either orthogonal or
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perspective projections:
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.. image:: img/tuto_3d10.png
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-Cameras are associated with and only display to a parent or grandparent
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+Cameras are associated with (and only display to) a parent or grandparent
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viewport. Since the root of the scene tree is a viewport, cameras will
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display on it by default, but if sub-viewports (either as render target
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or picture-in-picture) are desired, they need their own children cameras
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@@ -205,7 +205,7 @@ to display.
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.. image:: img/tuto_3d11.png
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-When dealing with multiple cameras, the following rules are followed for
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+When dealing with multiple cameras, the following rules are enforced for
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each viewport:
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- If no cameras are present in the scene tree, the first one that
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@@ -220,5 +220,5 @@ each viewport:
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Lights
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------
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-There is no limitation on the number of lights nor of types of lights in
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+There is no limitation on the number of lights, nor of types of lights, in
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Godot. As many as desired can be added (as long as performance allows).
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