| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594 | .. _doc_vectors_advanced:Advanced vector math====================Planes~~~~~~The dot product has another interesting property with unit vectors.Imagine that perpendicular to that vector (and through the origin)passes a plane. Planes divide the entire space into positive(over the plane) and negative (under the plane), and (contrary topopular belief) you can also use their math in 2D:.. image:: img/tutovec10.pngUnit vectors that are perpendicular to a surface (so, they describe theorientation of the surface) are called **unit normal vectors**. Though,usually they are just abbreviated as *normals*. Normals appear inplanes, 3D geometry (to determine where each face or vertex is siding),etc. A **normal** *is* a **unit vector**, but it's called *normal*because of its usage. (Just like we call (0,0) the Origin!).The plane passes by the origin and thesurface of it is perpendicular to the unit vector (or *normal*). Theside the vector points to is the positive half-space, while theother side is the negative half-space. In 3D this is exactly the same,except that the plane is an infinite surface (imagine an infinite, flatsheet of paper that you can orient and is pinned to the origin) insteadof a line.Distance to plane-----------------Now that it's clear what a plane is, let's go back to the dot product.The dot product between a **unit vector** and any **point in space**(yes, this time we do dot product between vector and position), returnsthe **distance from the point to the plane**:.. tabs:: .. code-tab:: gdscript GDScript    var distance = normal.dot(point) .. code-tab:: csharp    var distance = normal.Dot(point);But not just the absolute distance, if the point is in the negative halfspace the distance will be negative, too:.. image:: img/tutovec11.pngThis allows us to tell which side of the plane a point is.Away from the origin--------------------I know what you are thinking! So far this is nice, but *real* planes areeverywhere in space, not only passing through the origin. You want real*plane* action and you want it *now*.Remember that planes not only split space in two, but they also have*polarity*. This means that it is possible to have perfectly overlappingplanes, but their negative and positive half-spaces are swapped.With this in mind, let's describe a full plane as a **normal** *N* and a**distance from the origin** scalar *D*. Thus, our plane is representedby N and D. For example:.. image:: img/tutovec12.pngFor 3D math, Godot provides a :ref:`Plane <class_Plane>`built-in type that handles this.Basically, N and D can represent any plane in space, be it for 2D or 3D(depending on the amount of dimensions of N) and the math is the samefor both. It's the same as before, but D is the distance from the originto the plane, travelling in N direction. As an example, imagine you wantto reach a point in the plane, you will just do:.. tabs:: .. code-tab:: gdscript GDScript    var point_in_plane = N*D .. code-tab:: csharp    var pointInPlane = N * D;This will stretch (resize) the normal vector and make it touch theplane. This math might seem confusing, but it's actually much simplerthan it seems. If we want to tell, again, the distance from the point tothe plane, we do the same but adjusting for distance:.. tabs:: .. code-tab:: gdscript GDScript    var distance = N.dot(point) - D .. code-tab:: csharp    var distance = N.Dot(point) - D;The same thing, using a built-in function:.. tabs:: .. code-tab:: gdscript GDScript    var distance = plane.distance_to(point) .. code-tab:: csharp    var distance = plane.DistanceTo(point);This will, again, return either a positive or negative distance.Flipping the polarity of the plane can be done by negating bothN and D. This will result in a plane in the same position, but withinverted negative and positive half spaces:.. tabs:: .. code-tab:: gdscript GDScript    N = -N    D = -D .. code-tab:: csharp    N = -N;    D = -D;Godot also implements this operator in :ref:`Plane <class_Plane>`.So, using the format below will work as expected:.. tabs:: .. code-tab:: gdscript GDScript    var inverted_plane = -plane .. code-tab:: csharp    var invertedPlane = -plane;So, remember, the plane's main practical use is that we cancalculate the distance to it. So, when is it useful to calculate thedistance from a point to a plane? Let's see some examples.Constructing a plane in 2D--------------------------Planes clearly don't come out of nowhere, so they must be built.Constructing them in 2D is easy, this can be done from either a normal(unit vector) and a point, or from two points in space.In the case of a normal and a point, most of the work is done, as thenormal is already computed, so calculate D from the dot product ofthe normal and the point... tabs:: .. code-tab:: gdscript GDScript    var N = normal    var D = normal.dot(point) .. code-tab:: csharp    var N = normal;    var D = normal.Dot(point);For two points in space, there are actually two planes that pass throughthem, sharing the same space but with normal pointing to the oppositedirections. To compute the normal from the two points, the directionvector must be obtained first, and then it needs to be rotated 90degrees to either side:.. tabs:: .. code-tab:: gdscript GDScript    # Calculate vector from `a` to `b`.    var dvec = point_a.direction_to(point_b)    # Rotate 90 degrees.    var normal = Vector2(dvec.y, -dvec.x)    # Alternatively (depending the desired side of the normal):    # var normal = Vector2(-dvec.y, dvec.x) .. code-tab:: csharp    // Calculate vector from `a` to `b`.    var dvec = pointA.DirectionTo(pointB);    // Rotate 90 degrees.    var normal = new Vector2(dvec.Y, -dvec.X);    // Alternatively (depending the desired side of the normal):    // var normal = new Vector2(-dvec.Y, dvec.X);The rest is the same as the previous example. Either point_a orpoint_b will work, as they are in the same plane:.. tabs:: .. code-tab:: gdscript GDScript    var N = normal    var D = normal.dot(point_a)    # this works the same    # var D = normal.dot(point_b) .. code-tab:: csharp    var N = normal;    var D = normal.Dot(pointA);    // this works the same    // var D = normal.Dot(pointB);Doing the same in 3D is a little more complex and is explainedfurther down.Some examples of planes-----------------------Here is an example of what planes are useful for. Imagine you havea `convex <https://www.mathsisfun.com/definitions/convex.html>`__polygon. For example, a rectangle, a trapezoid, a triangle, or just anypolygon where no faces bend inwards.For every segment of the polygon, we compute the plane that passes bythat segment. Once we have the list of planes, we can do neat things,for example checking if a point is inside the polygon.We go through all planes, if we can find a plane where the distance tothe point is positive, then the point is outside the polygon. If wecan't, then the point is inside... image:: img/tutovec13.pngCode should be something like this:.. tabs:: .. code-tab:: gdscript GDScript    var inside = true    for p in planes:        # check if distance to plane is positive        if (p.distance_to(point) > 0):            inside = false            break # with one that fails, it's enough .. code-tab:: csharp    var inside = true;    foreach (var p in planes)    {        // check if distance to plane is positive        if (p.DistanceTo(point) > 0)        {            inside = false;            break; // with one that fails, it's enough        }    }Pretty cool, huh? But this gets much better! With a little more effort,similar logic will let us know when two convex polygons are overlappingtoo. This is called the Separating Axis Theorem (or SAT) and mostphysics engines use this to detect collision.With a point, just checking if a planereturns a positive distance is enough to tell if the point is outside.With another polygon, we must find a plane where *all* *the* *other**polygon* *points* return a positive distance to it. This check isperformed with the planes of A against the points of B, and then withthe planes of B against the points of A:.. image:: img/tutovec14.pngCode should be something like this:.. tabs:: .. code-tab:: gdscript GDScript    var overlapping = true    for p in planes_of_A:        var all_out = true        for v in points_of_B:            if (p.distance_to(v) < 0):                all_out = false                break        if (all_out):            # a separating plane was found            # do not continue testing            overlapping = false            break    if (overlapping):        # only do this check if no separating plane        # was found in planes of A        for p in planes_of_B:            var all_out = true            for v in points_of_A:                if (p.distance_to(v) < 0):                    all_out = false                    break            if (all_out):                overlapping = false                break    if (overlapping):        print("Polygons Collided!") .. code-tab:: csharp        var overlapping = true;        foreach (Plane plane in planesOfA)        {            var allOut = true;            foreach (Vector3 point in pointsOfB)            {                if (plane.DistanceTo(point) < 0)                {                    allOut = false;                    break;                }            }            if (allOut)            {                // a separating plane was found                // do not continue testing                overlapping = false;                break;            }        }        if (overlapping)        {            // only do this check if no separating plane            // was found in planes of A            foreach (Plane plane in planesOfB)            {                var allOut = true;                foreach (Vector3 point in pointsOfA)                {                    if (plane.DistanceTo(point) < 0)                    {                        allOut = false;                        break;                    }                }                if (allOut)                {                    overlapping = false;                    break;                }            }        }        if (overlapping)        {            GD.Print("Polygons Collided!");        }As you can see, planes are quite useful, and this is the tip of theiceberg. You might be wondering what happens with non convex polygons.This is usually just handled by splitting the concave polygon intosmaller convex polygons, or using a technique such as BSP (which is notused much nowadays).Collision detection in 3D~~~~~~~~~~~~~~~~~~~~~~~~~This is another bonus bit, a reward for being patient and keeping upwith this long tutorial. Here is another piece of wisdom. This mightnot be something with a direct use case (Godot already does collisiondetection pretty well) but it's used by almost all physics engines and collisiondetection libraries :)Remember that converting a convex shape in 2D to an array of 2D planeswas useful for collision detection? You could detect if a point wasinside any convex shape, or if two 2D convex shapes were overlapping.Well, this works in 3D too, if two 3D polyhedral shapes are colliding,you won't be able to find a separating plane. If a separating plane isfound, then the shapes are definitely not colliding.To refresh a bit a separating plane means that all vertices of polygon Aare in one side of the plane, and all vertices of polygon B are in theother side. This plane is always one of the face-planes of eitherpolygon A or polygon B.In 3D though, there is a problem to this approach, because it ispossible that, in some cases a separating plane can't be found. This isan example of such situation:.. image:: img/tutovec22.pngTo avoid it, some extra planes need to be tested as separators, theseplanes are the cross product between the edges of polygon A and theedges of polygon B.. image:: img/tutovec23.pngSo the final algorithm is something like:.. tabs:: .. code-tab:: gdscript GDScript    var overlapping = true    for p in planes_of_A:        var all_out = true        for v in points_of_B:            if (p.distance_to(v) < 0):                all_out = false                break        if (all_out):            # a separating plane was found            # do not continue testing            overlapping = false            break    if (overlapping):        # only do this check if no separating plane        # was found in planes of A        for p in planes_of_B:            var all_out = true            for v in points_of_A:                if (p.distance_to(v) < 0):                    all_out = false                    break            if (all_out):                overlapping = false                break    if (overlapping):        for ea in edges_of_A:            for eb in edges_of_B:                var n = ea.cross(eb)                if (n.length() == 0):                    continue                var max_A = -1e20 # tiny number                var min_A = 1e20 # huge number                # we are using the dot product directly                # so we can map a maximum and minimum range                # for each polygon, then check if they                # overlap.                for v in points_of_A:                    var d = n.dot(v)                    max_A = max(max_A, d)                    min_A = min(min_A, d)                var max_B = -1e20 # tiny number                var min_B = 1e20 # huge number                for v in points_of_B:                    var d = n.dot(v)                    max_B = max(max_B, d)                    min_B = min(min_B, d)                if (min_A > max_B or min_B > max_A):                    # not overlapping!                    overlapping = false                    break            if (not overlapping):                break    if (overlapping):       print("Polygons collided!") .. code-tab:: csharp    var overlapping = true;    foreach (Plane plane in planesOfA)    {        var allOut = true;        foreach (Vector3 point in pointsOfB)        {            if (plane.DistanceTo(point) < 0)            {                allOut = false;                break;            }        }        if (allOut)        {            // a separating plane was found            // do not continue testing            overlapping = false;            break;        }    }    if (overlapping)    {        // only do this check if no separating plane        // was found in planes of A        foreach (Plane plane in planesOfB)        {            var allOut = true;            foreach (Vector3 point in pointsOfA)            {                if (plane.DistanceTo(point) < 0)                {                    allOut = false;                    break;                }            }            if (allOut)            {                overlapping = false;                break;            }        }    }    if (overlapping)    {        foreach (Vector3 edgeA in edgesOfA)        {            foreach (Vector3 edgeB in edgesOfB)            {                var normal = edgeA.Cross(edgeB);                if (normal.Length() == 0)                {                    continue;                }                var maxA = float.MinValue; // tiny number                var minA = float.MaxValue; // huge number                // we are using the dot product directly                // so we can map a maximum and minimum range                // for each polygon, then check if they                // overlap.                foreach (Vector3 point in pointsOfA)                {                    var distance = normal.Dot(point);                    maxA = Mathf.Max(maxA, distance);                    minA = Mathf.Min(minA, distance);                }                var maxB = float.MinValue; // tiny number                var minB = float.MaxValue; // huge number                foreach (Vector3 point in pointsOfB)                {                    var distance = normal.Dot(point);                    maxB = Mathf.Max(maxB, distance);                    minB = Mathf.Min(minB, distance);                }                if (minA > maxB || minB > maxA)                {                    // not overlapping!                    overlapping = false;                    break;                }            }            if (!overlapping)            {                break;            }        }    }    if (overlapping)    {        GD.Print("Polygons Collided!");    }More information~~~~~~~~~~~~~~~~For more information on using vector math in Godot, see the following article:- :ref:`doc_matrices_and_transforms`If you would like additional explanation, you should check out3Blue1Brown's excellent video series `Essence of Linear Algebra <https://www.youtube.com/watch?v=fNk_zzaMoSs&list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab>`_.
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