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@@ -11,116 +11,135 @@ are present in both 2D and 3D versions. In fact, it is worth checking
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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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+.. figure:: img/godot-tps-demo.webp
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+ :align: center
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+ :alt: An example 3D game demo created using Godot
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+
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+ Godot Third Person Shooter (TPS) Demo, available on the
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+ `Github repository <https://github.com/godotengine/tps-demo>`__ or the
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+ :ref:`Asset Library <doc_project_manager_downloading_demos>`.
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+
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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` 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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-Node3D node
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-~~~~~~~~~~~
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-
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-:ref:`Node2D <class_Node2D>` is the base node for 2D.
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-:ref:`Control <class_Control>` is the base node for everything GUI.
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-Following this reasoning, the 3D engine uses the :ref:`Node3D <class_Node3D>`
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-node for everything 3D.
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-
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-.. image:: img/tuto_3d1.webp
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-
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-Node3Ds have a local transform, which is relative to the parent
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-node (as long as the parent node is also of **or inherits from** the type
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-Node3D). This transform can be accessed as a 3×4
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-:ref:`Transform3D <class_Transform3D>`, 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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-scale.
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-
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-.. image:: img/tuto_3d2.webp
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-
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-3D content
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-~~~~~~~~~~
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-
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-Unlike 2D, where loading image content and drawing is straightforward, 3D is a
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-little more difficult. The content needs to be created with special 3D tools
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-(also called Digital Content Creation tools, or DCCs) and exported to an
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-exchange file format to be imported in Godot. This is required since 3D formats
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-are not as standardized as images.
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-
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-Manually authored models (using 3D modeling software)
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------------------------------------------------------
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-
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-.. FIXME: Needs update to properly description Godot 3.x workflow
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- (used to reference a non existing doc_importing_3d_meshes importer).
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-
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-There are two pipelines to import 3D models in Godot. The first and most common
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-one is by :ref:`doc_importing_3d_scenes`, which allows you to import entire
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-scenes (exactly as they look in the 3D modeling software), including animation,
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-skeletal rigs, blend shapes, etc.
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-
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-The second pipeline is by importing simple .OBJ files as mesh resources,
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-which can be then put inside a :ref:`MeshInstance3D <class_MeshInstance3D>`
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-node for display.
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-
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-Generated geometry
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-------------------
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+3D workspace
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+~~~~~~~~~~~~
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-It is possible to create custom geometry by using the
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-:ref:`ArrayMesh <class_ArrayMesh>` resource directly. Simply create your arrays
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-and use the :ref:`ArrayMesh.add_surface_from_arrays() <class_ArrayMesh_method_add_surface_from_arrays>`
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-function. A helper class is also available, :ref:`SurfaceTool <class_SurfaceTool>`,
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-which provides a more straightforward API and helpers for indexing,
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-generating normals, tangents, etc.
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+Editing 3D scenes is done in the 3D workspace. This workspace can be selected
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+manually, but it will be automatically selected when a Node3D node is
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+selected.
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-In any case, this method is meant for generating static geometry (models
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-that will not be updated often), as creating vertex arrays and
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-submitting them to the 3D API has a significant performance cost.
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+.. image:: img/tuto_3d3.webp
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-Immediate geometry
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-------------------
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+Similar to 2D, the tabs below the workspace selector are used to change between
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+currently opened scenes or create a new one using the plus (+) button. The left and
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+right docks should be familiar from :ref:`editor introduction <doc_editor_introduction>`.
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+
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+Below the scene selector, the main toolbar is visible, and beneath the main toolbar
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+is the 3D viewport.
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+
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+Main toolbar
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+------------
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+
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+Some buttons in the main toolbar are the same as those in the 2D workspace. A brief explanation
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+is given with the shortcut if the mouse cursor is hovered over a button for one second.
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+Some buttons may have additional functionality if another keypress is performed. A recap
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+of main functionality of each button with its default shortcut is provided below from
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+left to right:
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+
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+.. image:: img/3d_toolbar.webp
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+
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+- **Select Mode** (:kbd:`Q`): Allows selection of nodes in the viewport. Left clicking
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+ on a node to select one. Left clicking and dragging a rectangle selects all
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+ nodes within the rectangle's boundaries, once released.
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+ Holding :kbd:`Shift` while selecting adds more nodes to the selection.
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+ Clicking on a selected node while holding :kbd:`Shift` deselects the node.
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+ In this mode, you can use the gizmos to perform movement or rotation.
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+- **Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes.
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+ See :ref:`doc_introduction_to_3d_space_and_manipulation` for more details.
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+- **Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See
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+ :ref:`doc_introduction_to_3d_space_and_manipulation` for more details.
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+- **Scale Mode** (:kbd:`R`): Enables scaling and displays scaling gizmos in different
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+ axes for the selected nodes. See :ref:`doc_introduction_to_3d_space_and_manipulation`
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+ for more details.
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+
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+- **Show the list of selectable nodes at the clicked position**: As the description suggests,
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+ this provides a list of selectable nodes at the clicked position as a context menu,
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+ if there is more than one node in the clicked area.
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+- **Lock** (:kbd:`Ctrl + L`) the selected nodes, preventing selection and movement in the viewport.
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+ Clicking the button again (or using :kbd:`Ctrl + Shift + L`) unlocks the selected nodes.
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+ Locked nodes can only be selected in the scene tree.
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+ They can easily be identified with a padlock next to their node names in the scene tree.
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+ Clicking on this padlock also unlocks the nodes.
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+- **Group selected nodes** (:kbd:`Ctrl + G`). This allows selection of the root node if
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+ any of the children are selected.
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+ Using :kbd:`Ctrl + G` ungroups them. Additionally, clicking the ungroup button in
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+ the scene tree performs the same action.
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+- **Use Local Space** (:kbd:`T`): If enabled, gizmos of a node are drawn using the current node's
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+ rotation angle instead of the :ref:`global viewport axes <doc_introduction_to_3d_coordinate_system>`.
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+- **Use Snap** (:kbd:`Y`): If enabled, movement, and rotation snap to grid. Snapping can also
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+ temporarily be activated using :kbd:`Ctrl` while performing the action.
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+ The settings for changing snap options are explained below.
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+- **Project Camera Override**: This action temporarily replaces the active camera in the level
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+ (e.g., the camera following the player) with the camera in the editor's viewport, allowing you
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+ to move freely and inspect the level's different parts, while game is running.
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+- **Toggle preview sunlight**: If no DirectionalLight3D exist in the scene, a preview
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+ of sunlight can be used as a light source. See
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+ :ref:`doc_introduction_to_3d_preview_environment_light` for more details.
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+- **Toggle preview environment**: If no WorldEnvironment exists in the scene, a preview of the
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+ environment can be used as a placeholder. See
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+ :ref:`doc_introduction_to_3d_preview_environment_light` for more details.
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+- **Edit Sun and Environment Settings (three dots)**: Opens the menu to configure preview
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+ sunlight and environment settings. See :ref:`doc_introduction_to_3d_preview_environment_light`
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+ for more details.
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+
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+- **Transform menu**: It has three options:
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+
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+ - *Snap Object to Floor*: Snaps an object to a solid floor.
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+ - *Transform Dialog*: Opens a dialog to adjust transform parameters (translate, rotate, scale,
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+ and transform) manually.
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+ - *Snap Settings*: Allows you to change transform, rotate snap (in degrees), and scale snap
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+ (in percent) settings.
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+
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+- **View menu**: Controls the view options and enables additional viewports:
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-If, instead, you need to generate simple geometry that will be updated often,
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-Godot provides a special :ref:`ImmediateMesh <class_ImmediateMesh>` resource
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-that can be used in a :ref:`MeshInstance3D <class_MeshInstance3D>` node.
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-This provides an OpenGL 1.x-style immediate-mode API to create points, lines,
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-triangles, etc.
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+.. image:: img/tuto_3d6.webp
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-2D in 3D
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---------
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+In this menu, you can also show/hide grids, which are set to 1x1 meter by default,
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+and the origin, where the blue, green, and red axis lines intersect.
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+Moreover, specific types of gizmos can be toggled in this menu.
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-While Godot packs a powerful 2D engine, many types of games use 2D in a
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-3D environment. By using a fixed camera (either orthogonal or
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-perspective) that does not rotate, nodes such as
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-:ref:`Sprite3D <class_Sprite3D>` and
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-:ref:`AnimatedSprite3D <class_AnimatedSprite3D>`
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-can be used to create 2D games that take advantage of mixing with 3D
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-backgrounds, more realistic parallax, lighting/shadow effects, etc.
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+.. image:: img/tuto_3d6_2.webp
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-The disadvantage is, of course, that added complexity and reduced
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-performance in comparison to plain 2D, as well as the lack of reference
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-of working in pixels.
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+An open eye means that the gizmo is visible, a closed eye means it is hidden.
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+A half-open eye means that it is also visible through opaque surfaces.
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-Environment
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-~~~~~~~~~~~
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+Clicking on *Settings* in this view menu opens a window to change the
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+*Vertical Field of View (VFOV)* parameter
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+(in degrees), *Z-Near*, and *Z-Far* values.
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-Besides editing a scene, it is often common to edit the environment.
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-Godot provides a :ref:`WorldEnvironment <class_WorldEnvironment>`
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-node that allows changing the background color, mode (as in, put a
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-skybox), and applying several types of built-in post-processing effects.
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-Environments can also be overridden in the Camera.
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+Next to the View menu, additional buttons may be visible. In the toolbar image
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+at the beginning of this chapter, an additional *Mesh* button appears because a
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+MeshInstance3D is selected. This menu provides some quick actions or tools to
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+work on a specific node or selection.
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-3D viewport
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-~~~~~~~~~~~
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+View menu of viewport
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+---------------------
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-Editing 3D scenes is done in the 3D tab. This tab can be selected
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-manually, but it will be automatically enabled when a Node3D node is
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-selected.
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+Below the *Select* tool, in the 3D viewport, clicking on the three dots opens the
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+**View menu** for the viewport.
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+Hiding all shown gizmos in the editor's 3D view can also be performed through
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+this menu:
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-.. image:: img/tuto_3d3.webp
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+.. image:: img/tuto_3d6_1.webp
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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 the Editor Settings:
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+This menu also displays the current view type and enables quick adjustment of the
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+viewport's viewing angle. Additionally, it offers options to modify the appearance of
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+nodes within the viewport.
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-.. image:: img/tuto_3d4.webp
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+.. _doc_introduction_to_3d_coordinate_system:
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Coordinate system
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-----------------
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@@ -154,10 +173,14 @@ See this chart for comparison with other 3D software:
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Image by `Freya Holmér <https://twitter.com/FreyaHolmer>`__
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+
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+.. _doc_introduction_to_3d_space_and_manipulation:
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+
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Space and manipulation gizmos
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-----------------------------
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-Moving objects in the 3D view is done through the manipulator gizmos.
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+Moving, rotating, and scaling objects in the 3D view is done through the
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+manipulator gizmos.
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Each axis is represented by a color: Red, Green, Blue represent X, Y, Z
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respectively. This convention applies to the grid and other gizmos too
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(and also to the shader language, ordering of components for
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@@ -167,10 +190,67 @@ Vector3, Color, etc.).
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Some useful keybindings:
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-- To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling
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+- To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling,
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or rotating.
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- To center the view on the selected object, press :kbd:`F`.
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+In the viewport, the arrows can be clicked and held to move the object on an axis.
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+The arcs can be clicked and held to rotate the object.
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+To lock one axis and move the object freely in the other two axes, the colored rectangles
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+can be clicked, held, and dragged.
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+
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+If the transform mode is changed from *Select Mode* to *Scale Mode*, the arrows will be
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+replaced by cubes, which can be dragged to scale an object as if the object is being moved.
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+
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+Navigating the 3D environment
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+-----------------------------
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+
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+In 3D environments, it is often important to adjust the viewpoint or angle
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+from which you are viewing the scene.
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+In Godot, navigating the 3D environment in the viewport (or spatial editor)
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+can be done in multiple ways.
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+
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+The 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 the Editor Settings. To change the controls
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+to Maya or Modo controls, you can navigate to **Editor Settings > Editors > 3D**.
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+Then, under *Navigation*, search for *Navigation Scheme*.
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+
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+.. image:: img/tuto_3d4.webp
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+
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+Using the default settings, the following shortcuts control how one can
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+navigate in the viewport:
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+
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+Pressing the middle mouse button and dragging the mouse allows you to orbit around
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+the center of what is on the screen.
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+
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+It is also possible to left-click and hold the manipulator gizmo located
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+on the top right of the viewport to orbit around the center:
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+
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+.. image:: img/tuto_3d_gizmo.webp
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+
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+Left-clicking on one of the colored circles will set the view to the chosen
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+orthogonal and the viewport's view menu will be updated accordingly.
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+
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+.. image:: img/tuto_3d_updated_view_menu.webp
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+
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+If the *Perspective* view is enabled on the viewport (can be seen on the viewport's View menu,
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+not the View menu on the main toolbar), holding down the right mouse button on the viewport
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+or pressing :kbd:`Shift + F` switches to "free-look" mode.
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+In this mode you can move the mouse to look around, use the :kbd:`W` :kbd:`A`
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+:kbd:`S` :kbd:`D` keys to fly around the view, :kbd:`E` to go up, and :kbd:`Q` to
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+go down. To disable this mode, release the right mouse button or press
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+:kbd:`Shift + F` again.
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+
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+In the free-look mode, you can temporarily increase the flying
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+speed using :kbd:`Shift` or decrease it using :kbd:`Alt`. To change and keep the
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+speed modifier use :kbd:`mouse wheel up` or :kbd:`mouse wheel down`, to increase or
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+decrease it, respectively.
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+
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+In orthogonal mode, holding the right mouse button will pan the view instead.
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+Use :kbd:`Keypad 5` to toggle between perspective and orthogonal view.
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+
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Using Blender-style transform shortcuts
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---------------------------------------
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@@ -201,22 +281,104 @@ To use Blender-style transform shortcuts in Godot, go to the Editor Settings'
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- Finally, unbind **Scale Mode** so that its shortcut won't conflict with
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**Begin Rotate Transformation**.
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-View menu
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----------
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+.. tip:: More shortcuts can be found on the
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+ :ref:`doc_default_key_mapping_shortcuts_spatial_editor` page.
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-The view options are controlled by the "View" menu in the viewport's toolbar.
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+Node3D node
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+~~~~~~~~~~~
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-.. image:: img/tuto_3d6.webp
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+:ref:`Node2D <class_Node2D>` is the base node for 2D.
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+:ref:`Control <class_Control>` is the base node for everything GUI.
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+Following this reasoning, the 3D engine uses the :ref:`Node3D <class_Node3D>`
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+node for everything 3D.
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-You can hide the gizmos in the 3D view of the editor through this menu:
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+.. image:: img/tuto_3d1.webp
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-.. image:: img/tuto_3d6_1.webp
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+Node3Ds have a local transform, which is relative to the parent
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+node (as long as the parent node is also of **or inherits from** the type
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+Node3D). This transform can be accessed as a 3×4
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+:ref:`Transform3D <class_Transform3D>`, 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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+scale.
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-To hide a specific type of gizmos, you can toggle them off in the "View" menu.
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+.. image:: img/tuto_3d2.webp
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-.. image:: img/tuto_3d6_2.webp
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+3D content
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+~~~~~~~~~~
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+
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+Unlike 2D, where loading image content and drawing is straightforward, 3D is a
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+little more difficult. The content needs to be created with special 3D tools
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+(also called Digital Content Creation tools, or DCCs) and exported to an
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+exchange file format to be imported in Godot. This is required since 3D formats
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+are not as standardized as images.
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+
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+Manually authored models (using 3D modeling software)
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+-----------------------------------------------------
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+
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+.. FIXME: Needs update to properly description Godot 3.x workflow
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+ (used to reference a non existing doc_importing_3d_meshes importer).
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+
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+It is possible to import 3D models in Godot created in external tools.
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+Depending on the format, you can import entire scenes (exactly as they look in
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+the 3D modeling software), including animation, skeletal rigs, blend shapes, or
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+as simple resources.
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+
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+.. seealso:: See :ref:`doc_importing_3d_scenes` for more on importing.
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+
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+Generated geometry
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+------------------
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+
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+It is possible to create custom geometry by using the
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+:ref:`ArrayMesh <class_ArrayMesh>` resource directly. Simply create your arrays
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+and use the :ref:`ArrayMesh.add_surface_from_arrays() <class_ArrayMesh_method_add_surface_from_arrays>`
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+function. A helper class is also available, :ref:`SurfaceTool <class_SurfaceTool>`,
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+which provides a more straightforward API and helpers for indexing,
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+generating normals, tangents, etc.
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+
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+In any case, this method is meant for generating static geometry (models
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+that will not be updated often), as creating vertex arrays and
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+submitting them to the 3D API has a significant performance cost.
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+
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+.. note:: To learn about prototyping inside Godot or using external tools, see
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+ :ref:`doc_csg_tools`.
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+
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+
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+Immediate geometry
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+------------------
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+
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+If, instead, you need to generate simple geometry that will be updated often,
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+Godot provides a special :ref:`ImmediateMesh <class_ImmediateMesh>` resource
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+that can be used in a :ref:`MeshInstance3D <class_MeshInstance3D>` node.
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+This provides an OpenGL 1.x-style immediate-mode API to create points, lines,
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+triangles, etc.
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+
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+2D in 3D
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+--------
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+
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+While Godot packs a powerful 2D engine, many types of games use 2D in a
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+3D environment. By using a fixed camera (either orthogonal or
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+perspective) that does not rotate, nodes such as
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+:ref:`Sprite3D <class_Sprite3D>` and
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+:ref:`AnimatedSprite3D <class_AnimatedSprite3D>`
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+can be used to create 2D games that take advantage of mixing with 3D
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+backgrounds, more realistic parallax, lighting/shadow effects, etc.
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+
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+The disadvantage is, of course, that added complexity and reduced
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+performance in comparison to plain 2D, as well as the lack of reference
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+of working in pixels.
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+
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+Environment
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+~~~~~~~~~~~
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+
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+Besides editing a scene, it is often common to edit the environment.
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+Godot provides a :ref:`WorldEnvironment <class_WorldEnvironment>`
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+node that allows changing the background color, mode (as in, put a
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+skybox), and applying several types of built-in post-processing effects.
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+Environments can also be overridden in the Camera.
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+
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+.. _doc_introduction_to_3d_preview_environment_light:
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-preview environment and light
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+Preview environment and light
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-----------------------------
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By default, any 3D scene that doesn't have a :ref:`WorldEnvironment <class_WorldEnvironment>`
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@@ -228,12 +390,17 @@ in the editor. If you run the scene or export the project they will not
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affect the scene.
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The preview light and environment can be turned on or off from the top menu
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-by clicking on their respective icon, and the 3 dots dropdown menu next to
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-those icons can be used to adjust the properties of the preview environment
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-and light.
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+by clicking on their respective icon.
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.. image:: img/tuto_3d8.webp
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+
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+The three dots dropdown menu next to those icons can be used to adjust the properties
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+of the preview environment and light if they are enabled.
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+
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+.. image:: img/tuto_3d9.webp
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+
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+
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The same preview sun and environment is used for every scene in the same project,
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So only make adjustments that would apply to all of the scenes you will need a preview
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light and environment for.
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