vector_math.rst 13 KB

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  1. .. _doc_vector_math:
  2. Vector math
  3. ===========
  4. Introduction
  5. ~~~~~~~~~~~~
  6. This tutorial is a short and practical introduction to linear algebra as it
  7. applies to game development. Linear algebra is the study of vectors and their
  8. uses. Vectors have many applications in both 2D and 3D development and Godot
  9. uses them extensively. Developing a good understanding of vector math is
  10. essential to becoming a strong game developer.
  11. .. note:: This tutorial is **not** a formal textbook on linear algebra. We will
  12. only be looking at how it is applied to game development. For a
  13. broader look at the mathematics, see
  14. https://www.khanacademy.org/math/linear-algebra
  15. Coordinate systems (2D)
  16. ~~~~~~~~~~~~~~~~~~~~~~~
  17. In 2D space, coordinates are defined using a horizontal axis (``x``) and a
  18. vertical axis (``y``). A particular position in 2D space is written as a pair of
  19. values such as ``(4, 3)``.
  20. .. image:: img/vector_axis1.png
  21. .. note:: If you're new to computer graphics, it might seem odd that the
  22. positive ``y`` axis points **downwards** instead of upwards, as you
  23. probably learned in math class. However, this is common in most
  24. computer graphics applications.
  25. Any position in the 2D plane can be identified by a pair of numbers in this way.
  26. However, we can also think of the position ``(4, 3)`` as an **offset** from the
  27. ``(0, 0)`` point, or **origin**. Draw an arrow pointing from the origin to the
  28. point:
  29. .. image:: img/vector_xy1.png
  30. This is a **vector**. A vector represents a lot of useful information. As well
  31. as telling us that the point is at ``(4, 3)``, we can also think of it as an
  32. angle ``θ`` and a length (or magnitude) ``m``. In this case, the arrow is a
  33. **position vector** - it denotes a position in space, relative to the origin.
  34. A very important point to consider about vectors is that they only represent
  35. **relative** direction and magnitude. There is no concept of a vector's
  36. position. The following two vectors are identical:
  37. .. image:: img/vector_xy2.png
  38. Both vectors represent a point 4 units to the right and 3 units below some
  39. starting point. It does not matter where on the plane you draw the vector, it
  40. always represents a relative direction and magnitude.
  41. Vector operations
  42. ~~~~~~~~~~~~~~~~~
  43. You can use either method (x and y coordinates or angle and magnitude) to refer
  44. to a vector, but for convenience, programmers typically use the coordinate
  45. notation. For example, in Godot, the origin is the top-left corner of the
  46. screen, so to place a 2D node named ``Node2D`` 400 pixels to the right and 300
  47. pixels down, use the following code:
  48. .. tabs::
  49. .. code-tab:: gdscript GDScript
  50. $Node2D.position = Vector2(400, 300)
  51. .. code-tab:: csharp
  52. var node2D = GetNode<Node2D>("Node2D");
  53. node2D.Position = new Vector2(400, 300);
  54. Godot supports both :ref:`Vector2 <class_Vector2>` and :ref:`Vector3
  55. <class_Vector3>` for 2D and 3D usage, respectively. The same mathematical rules
  56. discussed in this article apply to both types.
  57. Member access
  58. -------------
  59. The individual components of the vector can be accessed directly by name.
  60. .. tabs::
  61. .. code-tab:: gdscript GDScript
  62. # create a vector with coordinates (2, 5)
  63. var a = Vector2(2, 5)
  64. # create a vector and assign x and y manually
  65. var b = Vector2()
  66. b.x = 3
  67. b.y = 1
  68. .. code-tab:: csharp
  69. // create a vector with coordinates (2, 5)
  70. var a = new Vector2(2, 5);
  71. // create a vector and assign x and y manually
  72. var b = new Vector2();
  73. b.x = 3;
  74. b.y = 1;
  75. Adding vectors
  76. --------------
  77. When adding or subtracting two vectors, the corresponding components are added:
  78. .. tabs::
  79. .. code-tab:: gdscript GDScript
  80. var c = a + b # (2, 5) + (3, 1) = (5, 6)
  81. .. code-tab:: csharp
  82. var c = a + b; // (2, 5) + (3, 1) = (5, 6)
  83. We can also see this visually by adding the second vector at the end of
  84. the first:
  85. .. image:: img/vector_add1.png
  86. Note that adding ``a + b`` gives the same result as ``b + a``.
  87. Scalar multiplication
  88. ---------------------
  89. .. note:: Vectors represent both direction and magnitude. A value representing
  90. only magnitude is called a **scalar**.
  91. A vector can be multiplied by a **scalar**:
  92. .. tabs::
  93. .. code-tab:: gdscript GDScript
  94. var c = a * 2 # (2, 5) * 2 = (4, 10)
  95. var d = b / 3 # (3, 6) / 3 = (1, 2)
  96. .. code-tab:: csharp
  97. var c = a * 2; // (2, 5) * 2 = (4, 10)
  98. var d = b / 3; // (3, 6) / 3 = (1, 2)
  99. .. image:: img/vector_mult1.png
  100. .. note:: Multiplying a vector by a scalar does not change its direction, only
  101. its magnitude. This is how you **scale** a vector.
  102. Practical applications
  103. ~~~~~~~~~~~~~~~~~~~~~~
  104. Let's look at two common uses for vector addition and subtraction.
  105. Movement
  106. --------
  107. A vector can represent **any** quantity with a magnitude and direction. Typical
  108. examples are: position, velocity, acceleration, and force. In this image, the
  109. spaceship at step 1 has a position vector of ``(1,3)`` and a velocity vector of
  110. ``(2,1)``. The velocity vector represents how far the ship moves each step. We
  111. can find the position for step 2 by adding the velocity to the current position.
  112. .. image:: img/vector_movement1.png
  113. .. tip:: Velocity measures the **change** in position per unit of time. The new
  114. position is found by adding velocity to the previous position.
  115. Pointing toward a target
  116. ------------------------
  117. In this scenario, you have a tank that wishes to point its turret at a robot.
  118. Subtracting the tank's position from the robot's position gives the vector
  119. pointing from the tank to the robot.
  120. .. image:: img/vector_subtract2.png
  121. .. tip:: To find a vector pointing from ``A`` to ``B`` use ``B - A``.
  122. Unit vectors
  123. ~~~~~~~~~~~~
  124. A vector with **magnitude** of ``1`` is called a **unit vector**. They are also
  125. sometimes referred to as **direction vectors** or **normals**. Unit vectors are
  126. helpful when you need to keep track of a direction.
  127. Normalization
  128. -------------
  129. **Normalizing** a vector means reducing its length to ``1`` while preserving its
  130. direction. This is done by dividing each of its components by its magnitude.
  131. Because this is such a common operation, ``Vector2`` and ``Vector3`` provide a
  132. method for normalizing:
  133. .. tabs::
  134. .. code-tab:: gdscript GDScript
  135. a = a.normalized()
  136. .. code-tab:: csharp
  137. a = a.Normalized();
  138. .. warning:: Because normalization involves dividing by the vector's length, you
  139. cannot normalize a vector of length ``0``. Attempting to do so
  140. would normally result in an error. In GDScript though, trying to
  141. call the ``normalized()`` method on a ``Vector2`` or ``Vector3`` of
  142. length 0 leaves the value untouched and avoids the error for you.
  143. Reflection
  144. ----------
  145. A common use of unit vectors is to indicate **normals**. Normal vectors are unit
  146. vectors aligned perpendicularly to a surface, defining its direction. They are
  147. commonly used for lighting, collisions, and other operations involving surfaces.
  148. For example, imagine we have a moving ball that we want to bounce off a wall or
  149. other object:
  150. .. image:: img/vector_reflect1.png
  151. The surface normal has a value of ``(0, -1)`` because this is a horizontal
  152. surface. When the ball collides, we take its remaining motion (the amount left
  153. over when it hits the surface) and reflect it using the normal. In Godot, the
  154. :ref:`Vector2 <class_Vector2>` class has a ``bounce()`` method to handle this.
  155. Here is a GDScript example of the diagram above using a :ref:`KinematicBody2D
  156. <class_KinematicBody2D>`:
  157. .. tabs::
  158. .. code-tab:: gdscript GDScript
  159. # object "collision" contains information about the collision
  160. var collision = move_and_collide(velocity * delta)
  161. if collision:
  162. var reflect = collision.remainder.bounce(collision.normal)
  163. velocity = velocity.bounce(collision.normal)
  164. move_and_collide(reflect)
  165. .. code-tab:: csharp
  166. // KinematicCollision2D contains information about the collision
  167. KinematicCollision2D collision = MoveAndCollide(_velocity * delta);
  168. if (collision != null)
  169. {
  170. var reflect = collision.Remainder.Bounce(collision.Normal);
  171. _velocity = _velocity.Bounce(collision.Normal);
  172. MoveAndCollide(reflect);
  173. }
  174. Dot product
  175. ~~~~~~~~~~~
  176. The **dot product** is one of the most important concepts in vector math, but is
  177. often misunderstood. Dot product is an operation on two vectors that returns a
  178. **scalar**. Unlike a vector, which contains both magnitude and direction, a
  179. scalar value has only magnitude.
  180. The formula for dot product takes two common forms:
  181. .. image:: img/vector_dot1.png
  182. and
  183. .. image:: img/vector_dot2.png
  184. However, in most cases it is easiest to use the built-in method. Note that the
  185. order of the two vectors does not matter:
  186. .. tabs::
  187. .. code-tab:: gdscript GDScript
  188. var c = a.dot(b)
  189. var d = b.dot(a) # These are equivalent.
  190. .. code-tab:: csharp
  191. float c = a.Dot(b);
  192. float d = b.Dot(a); // These are equivalent.
  193. The dot product is most useful when used with unit vectors, making the first
  194. formula reduce to just ``cosθ``. This means we can use the dot product to tell
  195. us something about the angle between two vectors:
  196. .. image:: img/vector_dot3.png
  197. When using unit vectors, the result will always be between ``-1`` (180°) and
  198. ``1`` (0°).
  199. Facing
  200. ------
  201. We can use this fact to detect whether an object is facing toward another
  202. object. In the diagram below, the player ``P`` is trying to avoid the zombies
  203. ``A`` and ``B``. Assuming a zombie's field of view is **180°**, can they see the
  204. player?
  205. .. image:: img/vector_facing2.png
  206. The green arrows ``fA`` and ``fB`` are **unit vectors** representing the
  207. zombies' facing directions and the blue semicircle represents its field of view.
  208. For zombie ``A``, we find the direction vector ``AP`` pointing to the player
  209. using ``P - A`` and normalize it, however, Godot has a helper method to do this
  210. called ``direction_to``. If the angle between this vector and the facing vector
  211. is less than 90°, then the zombie can see the player.
  212. In code it would look like this:
  213. .. tabs::
  214. .. code-tab:: gdscript GDScript
  215. var AP = A.direction_to(P)
  216. if AP.dot(fA) > 0:
  217. print("A sees P!")
  218. .. code-tab:: csharp
  219. var AP = A.DirectionTo(P);
  220. if (AP.Dot(fA) > 0)
  221. {
  222. GD.Print("A sees P!");
  223. }
  224. Cross product
  225. ~~~~~~~~~~~~~
  226. Like the dot product, the **cross product** is an operation on two vectors.
  227. However, the result of the cross product is a vector with a direction that is
  228. perpendicular to both. Its magnitude depends on their relative angle. If two
  229. vectors are parallel, the result of their cross product will be a null vector.
  230. .. image:: img/vector_cross1.png
  231. .. image:: img/vector_cross2.png
  232. The cross product is calculated like this:
  233. .. tabs::
  234. .. code-tab:: gdscript GDScript
  235. var c = Vector3()
  236. c.x = (a.y * b.z) - (a.z * b.y)
  237. c.y = (a.z * b.x) - (a.x * b.z)
  238. c.z = (a.x * b.y) - (a.y * b.x)
  239. .. code-tab:: csharp
  240. var c = new Vector3();
  241. c.x = (a.y * b.z) - (a.z * b.y);
  242. c.y = (a.z * b.x) - (a.x * b.z);
  243. c.z = (a.x * b.y) - (a.y * b.x);
  244. With Godot, you can use the built-in method:
  245. .. tabs::
  246. .. code-tab:: gdscript GDScript
  247. var c = a.cross(b)
  248. .. code-tab:: csharp
  249. var c = a.Cross(b);
  250. .. note:: In the cross product, order matters. ``a.cross(b)`` does not give the
  251. same result as ``b.cross(a)``. The resulting vectors point in
  252. **opposite** directions.
  253. Calculating normals
  254. -------------------
  255. One common use of cross products is to find the surface normal of a plane or
  256. surface in 3D space. If we have the triangle ``ABC`` we can use vector
  257. subtraction to find two edges ``AB`` and ``AC``. Using the cross product, ``AB x
  258. AC`` produces a vector perpendicular to both: the surface normal.
  259. Here is a function to calculate a triangle's normal:
  260. .. tabs::
  261. .. code-tab:: gdscript GDScript
  262. func get_triangle_normal(a, b, c):
  263. # find the surface normal given 3 vertices
  264. var side1 = b - a
  265. var side2 = c - a
  266. var normal = side1.cross(side2)
  267. return normal
  268. .. code-tab:: csharp
  269. Vector3 GetTriangleNormal(Vector3 a, Vector3 b, Vector3 c)
  270. {
  271. // find the surface normal given 3 vertices
  272. var side1 = b - a;
  273. var side2 = c - a;
  274. var normal = side1.Cross(side2);
  275. return normal;
  276. }
  277. Pointing to a target
  278. --------------------
  279. In the dot product section above, we saw how it could be used to find the angle
  280. between two vectors. However, in 3D, this is not enough information. We also
  281. need to know what axis to rotate around. We can find that by calculating the
  282. cross product of the current facing direction and the target direction. The
  283. resulting perpendicular vector is the axis of rotation.
  284. More information
  285. ~~~~~~~~~~~~~~~~
  286. For more information on using vector math in Godot, see the following articles:
  287. - :ref:`doc_vectors_advanced`
  288. - :ref:`doc_matrices_and_transforms`