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  • Hello, welcome to a coding challenge!

  • And I can summarize this coding challenge very quickly in one sentence!

  • This is a spinning cube.

  • It is a three dimensional cube that you are seeing on your two dimensional screen.

  • I am able to create this three dimensional cube because I am using the P3D renderer,

  • processing, Java based, creative coding, development, platform thing.

  • I can make 3D stuff using the P3D rendering engine and then functions like box, and rotate

  • X, and rotate Z, and that is how I get this!

  • But how does this really work?

  • How does the processing even make this happen?!

  • I am going to do the most basic, simple thing.

  • I am going, I said one sentence and I'm like 12 sentences, I'm like 200 hundred sentences

  • in if I'm being perfectly honest.

  • I am going to change this from P3D to P2D.

  • I'm going to eliminate all of the 3D rendering capabilities.

  • I'm not going to allow myself to use any of them, and yet I'm going to recreate exactly

  • the same digitalization.

  • I'm going to do matrix rotations, projections, those sorts of things.

  • So this is not going to be comprehensive, like how to build a 3D engine with ray casting,

  • ray tracing, and lighting, and shadow, and sorts of complicated stuff.

  • I'm going to just do the basics, just to create this 3D illusion in 2D really because, because

  • if I can use the P3D, if I can create the 3D illusion and render it into 2D space, what

  • if I create a 4D shape and then render it into P3D space, right?

  • If I can project a 3D object into 2D space, there's no reason why I couldn't project a

  • 4D object into 3D space.

  • and then I dunno, I dunno, my computer's going to melt, and I'm never going to make any videos

  • again.

  • But let's just stick with this!

  • Okay so let's begin coding.

  • So I am going to take out, I'm going to hit save, and I'm going to take out all of this

  • 3D stuff.

  • I'm going to leave translate, stroke, strokeWeight, noFill.

  • I'm not going to be able to use these anymore.

  • I'm not going to be able to use these anymore.

  • I'm going to leave all this, and I'm in P2D.

  • Actually, I'm going to take out P2D The default renderer is also a 2D engine, so I don't need

  • to actually say P2D.

  • Now, I should also mention that I, in this particular video, I'm making use of a few

  • functions I've previously written.

  • I actually might have a video.

  • I definitely did it on a livestream, so either way in the video description I'm going to

  • link to where you can watch me code all these functions.

  • But what these functions are for are for certain matrix operations that I'm going to do.

  • Don't worry, I will talk about what they are when I use them.

  • So the first thing that I want to do is let me just get some points on the screen.

  • Hmm, how am I going to do this?

  • Let me make a, so I'm going to make pretty heavy use of the PVector object, and I'm going

  • to say, I'm going to make an array of PVectors that just has four points in it.

  • And I'm going to say points index zero is a PVector at, and I'm just going to build

  • a little square.

  • So I'm going to say the first one is like at -50, -50, and then second, third, fourth,

  • is at 50, -50, then 50, 50, then -50, 50.

  • These should be the four points of a square.

  • So, what I want to do here now is just say for every vector in points, just draw a point

  • at v.x, v.y.

  • So now, oh but these are.

  • The whole point of me doing is I can't do this, right?

  • Okay, so these are actually going to be 3D.

  • The point of this is they're going to be in 3D.

  • Bear with me for a second.

  • All will come to pass.

  • Those are going to be 3D points, but right now I haven't done anything 3D yet.

  • Let's make the strokeWeight quite a bit bigger so I can see them.

  • There we go.

  • So those are my four points.

  • So, first, what I need to do, and actually hmm.

  • I'm not going to worry about this part right now.

  • Okay, so, what do I need to do make a 3D engine?

  • Okay, here's the thing.

  • I'm going to search for some props.

  • Okay, I found some props.

  • I'm actually going to turn this light off too.

  • I'm going to try to do a demonstration in the dark.

  • This is a 3D object.

  • It is the book A Million Random Digits with 100000 Normal Deviates.

  • The way that a 3D object is rendered on a 2D dimension screen is through something called

  • a projection.

  • That projection you could think of is basically like a shadow.

  • So if I have this book here, and I shine this cellphone flashlight, you can see that there's

  • a projection onto the wall.

  • It looks like a square.

  • If I rotate this it rotates.

  • If I rotate around the Y axis, well actually I'll have to do this.

  • If I rotated around the Y axis, you can see it starts to become thinner.

  • I can rotate around the X axis, it does this.

  • So, you know, so this is the idea.

  • I need to create this same exact I need to create that same exact idea but in code.

  • And the way that that's done is with something called a projection matrix.

  • So, the point, the 3D point, is actually something like this.

  • It's a matrix that has X, Y, and Z in it.

  • This is actually three rows by one column.

  • This is something that I've gone over in other matrix math videos.

  • Here's kind of a summary of it.

  • A projection matrix, if I'm projecting into 2D, right?

  • If I'm projecting this 3D point into a new 2D point, what I need is a projection matrix.

  • Now here's a really simple projection matrix.

  • This projection matrix has a one in the X spot, a one in the Y spot.

  • X, Y, Z, X, Y, Z, and it has both zeros in this sort of Z column here of this projection

  • matrix.

  • What this is actually always going to do is give a two dimensional matrix, not two dimensional,

  • sorry, a two column matrix with just the X and Y.

  • This projection matrix just eliminates the Z.

  • And actually, this will get us pretty far.

  • In fact, this exact matrix is what's used for like orthographic projection.

  • There's all different, stereographic, and all different kinds of projection matrices.

  • This one is going to work just fine for us.

  • So, let's put this in our code.

  • Okay, so the first thing that I need to do is I need to create that projection matrix,

  • and this is actually an easy thing.

  • Now of course if I were doing this in more sort of robust way I'd probably have like

  • a matrix math library.

  • I just have a few matrix math functions that are in this tab that I wrote in a previous

  • video.

  • So, I'm going to say make a projection matrix, and I'm going to just make it as a two dimensional

  • array.

  • So one, zero, zero, comma, zero, one, zero.

  • So this is my representation of a two row by three column matrix.

  • Two row by three column matrix, that is this right here represented as a two dimensional

  • array.

  • Now, what I'm going to do here is I'm going to say for every point, for every 3D point

  • here, I'm going to move this over a little bit.

  • So what I want to do is, okay, so what I want to do here for every single 3D point, right?

  • And this was sort of pointless that I did before.

  • what I want to do is I want to create a PVector.

  • I'm going to call it the projected2d vector, and what I'm going to do is I'm going to say

  • matrix multiply the projection times v. So this is what I want to do to project a 3D

  • point into 2D I need a projection matrix which I just made, and then I need to matrix multiply

  • the projection matrix and the vector.

  • Now, how the math for that work involves this times this, plus this times this, plus this

  • times this, goes here, and this times this, plus times this, plus this times this.

  • I'll refer you to matrixmultiplication.xyz.

  • That website has a nice visualization, and I've made other videos about how matrix multiplication

  • works, which I've also linked to.

  • I'm just going to assume that matrix multiplication works.

  • And you could see how this makes sense.

  • This one leaves us only with the X.

  • This one leave us only with the Y.

  • So now I'm going to then say point projected2d.x, projected2d.Y.

  • I probably could come up with a better name than that.

  • And now if I run this, same exact thing, right?

  • Because in this case it's as if the point light and the place that I'm projecting onto,

  • and the thing, they're all kind of in exactly the same spot.

  • So there's no skewing, there's no skewing of the sort of prospective.

  • So, if I were to move that light around, and change the projection matrix, different things

  • could happen.

  • But I'm not going to worry about that right now.

  • What I want to do now is see if I can apply some rotation.

  • Okay, so how do I apply rotation?

  • Well, I know that I could, I could just say like rotate by angle, right?

  • If I say rotate by angle, processing is going to do that transformation for me.

  • But what if I want to rotate X, rotate around the X axis?

  • I can't do that.

  • I'm getting some sort of error somewhere or nothing.

  • I mean it should say not available with this renderer.

  • Oh yeah, rotateX can only be used with a renderer that supports P3D.

  • I need to write my own rotateX function!

  • And guess what I need for that!

  • Rotation matrix!

  • I think the ding is better after.

  • Guess what I need for that!

  • Rotation matrix!

  • Oh yeah, that was great.

  • That was exactly what I meant to do.

  • Okay, so now I am going to create a rotation matrix.

  • Now how does that work?

  • Luckily for me, I already have this Wikipedia page opened up.

  • Look at this.

  • A rotation matrix is a matrix that is used to perform a rotate in Euclidean space, and

  • this kind of makes sense, right?

  • Look at this rotation matrix.

  • Have you ever done one of things where you do polar to Cartesian coordinate transformation,

  • and you take the angle, and you keep increasing the angle, and then you convert that to X

  • and Y points, and you have this like spiraling thing?

  • I've made videos where I do that.

  • Basically, to rotate in two dimensions, this is all I need.

  • So just for fun, let's first just do this.

  • I'm going to say float, I'm going to make another, I'm going to call this rotation,

  • and I'm going to make another matrix, and I'm going to do exactly this.

  • It's going to be two by two, and it's going to be cosine theta negative sine theta.

  • And I'm calling it angle, cosine angle, negative sine angle.

  • And then it's going to be, what was it?

  • Sine angle, cosine angle, is that right?

  • So this is, I didn't get this right.

  • There's, this needs a bracket.

  • I dunno what I'm doing here.

  • And this needs a bracket, right?

  • It's a two dimensional matrix.

  • There we go, nope?

  • Semicolon, there we go!

  • So this is my rotation matrix, this is my rotation matrix.

  • So what now, what if I were to say, no, I'm going to take out this rotateX.

  • Not using the native rotate function, and I'm going to say PVector rotated equals matmul,

  • rotation times projected2d.

  • And now I'm going to draw the point at rotated.

  • So I am projecting, V is a 3D vector.

  • I'm projecting it into 2D, and then I'm rotating it, just a 2D rotation.

  • And if we run this, okay, what's wrong?

  • Columns of A must match rows of B. Oh, oh boy, I made a problem.

  • Okay, something horrible happened.

  • I got this out, I got columns of A must match rows of B. I made a mistake in my matrix multiplication

  • thing.

  • Here's the thing, I'm trying to be all clever to show you in 2D first.

  • The truth of the matter is, PVectors, they're 3D.

  • Even if I'm drawing just the X and Y, there's always that Z component.

  • So I actually need include this extra column with zeros in it to do this demonstration.

  • So now you can see that's me doing 2D rotation.

  • And actually, I'm actually do 3D rotation, right?

  • Because really what this should be is this.

  • This is, what I would call, XY rotation.

  • I am rotating around the Z axis by, you know, using the X and Y axes, right?

  • Look at this.

  • Now I'm going to say, but if I kept scrolling down this Wikipedia page, we would see this.

  • We would find this right here.

  • This is the one that I'm doing.

  • Rotation Z, right?

  • Oh, I need a one there, of course, not a zero there, very important.

  • I don't want to lose the Z point.

  • I want to rotate the X and Y axes around the Z axis, but I don't want to lose the Z point,

  • so I need a one there.

  • In the 2D case, oh okay, so I need this here.

  • So this I'm going to call rotationZ, and now I'm going to make some other ones.

  • Let's call them rotationX.

  • And the rotationX is Y and Z.

  • So I need to have my rotation values in the Y and Z spots.

  • So hard to do this.

  • I should just copy it from somewhere but this will work.

  • And I think this is right.

  • So this should be, right, you can see this is, am I spacing this off?

  • Help me!

  • This was rotationZ, this is rotationX, and let's do one more.

  • Let's do rotationY.

  • So I need to have zero, one, zero in the middle.

  • The last one will be sine of angle, zero, cosine of angle, and the first one will be

  • cosine of angle, negative sine of angle, with a zero in the middle.

  • Okay, so this should be, this should all line up nicely.

  • This is rotationY.

  • Do I have any syntax errors?

  • RotationZ, rotationX, rotationY.

  • Okay, now,so here's the thing, I'm going to do something terrible.

  • What if I just put, like, if I put rotationZ here, oh I have an error.

  • Oh, I'm missing a comma here.

  • Thank you.

  • So I think I got it everywhere else.

  • Right, that's rotationZ.

  • What if I try instead rotationX?

  • Oh, weird that that's working.

  • I guess, oh!

  • You know why it's working?

  • It's working by accident really, because my Z points, so but I've done something incorrect,

  • but you can see this looks as if those two points, and I want my angle to move up a little

  • bit faster.

  • You can imagine this as a plane almost spinning around the X axis.

  • But here's the thing, I should be doing, the projection should happen at the last moment,

  • right?

  • I should really be rotating first, and then I should project the rotated vector.

  • And so here, so sorry, projection.

  • For it to be correct, it's got to be in this order, because what I need to do is first

  • rotate and then, it worked by accident because my Z values are zero, but now let's do something.

  • Let's make eight points.

  • Okay, I'm doing this in a highly manual way.

  • Let's now have all these be at -50.

  • I wonder if I want to put them, I think this'll be fine, -50, and then now these all at 50,

  • right?

  • I basically, if you think about it, a point has zero dimensions, a line has two dimensions

  • with two points as the bounding box, a plane, a square, has two dimensions with four lines

  • bounding it, and then a cube is in three dimensions with six planes, but really I can kind of

  • make the cube just with eight points, which are the edges, all those connections.

  • So let me just run this for a second.

  • Oh boy, this works too fast.

  • I didn't want this to work so fast.

  • So now we can see, let me just go back to rotate Z.

  • And look at this.

  • That looks, now why do I not see eight points?

  • Because I'm using orthographic projection as if the light is right there, there's no

  • kind of perspective.

  • I'm not moving the light source away to create this kind of more 3D perspective look.

  • I can't see, when the points are right in front of each other, the shadow projects on

  • exactly the same spot.

  • But, if I were to do rotate Y, now you can see.

  • You can kind of imagine that being a cube rotating.

  • And here's now where I can get fancy.

  • I can now say rotated equals matmul rotationX times rotated.

  • So I'm just going to do this a couple times.

  • I'm just going to keeping rotating by all the different, so I'm going to do this as

  • separate operations.

  • Now there's a way I could probably combine all those, but I'm just going to do all those

  • matrix rotations, and here we go.

  • Now we have my cube spinning along all axes.

  • Now it doesn't look like a cube.

  • Time out, in all of my like fussing with this, I left an extra zero here.

  • This rotationX should be one, zero, zero, zero, cosine, negative sine, zero, sine, cosine.

  • Alright, so hopefully that doesn't change much.

  • Eh, still looks right.

  • So that probably was just being ignored.

  • I was ignoring it but I don't want that in my code.

  • So now we can we've got this rotation.

  • The truth of the matter is I really want to draw this as cube.

  • Oh, I want to draw this as cube!

  • Let me think about this.

  • There's got to be, perhaps I could manually connect all the points I want to connect.

  • Also, this is not the same size as what I started with.

  • Alright, let me do something that's going to help us in the long run.

  • What I actually want to do is instead of using 50 all in here, I'm going to change every

  • instance of 50 to just the number one.

  • So I'm going to kind of have normalized the cube, actually I kind of want to change it

  • to .5.

  • Instead of one I'm going to change it to, because I want the sides, the lines, to be

  • a length one.

  • So, whoops, replace, do I have, oh I have ones in other places.

  • Bad idea!

  • Hold on, I'm going to change all the instances of 50 to .5.

  • Okay, so now if I were to run this, you know, I don't see anything here, but very easily

  • what I can do is, at the last moment, I can scale things up.

  • And again, I could do this with some kind of, I'm just going to do multiply each vector

  • by 100, and then I have this.

  • And if I multiply it by 200, then I have this, which more closely matches what I started

  • with.

  • The angle of rotations are different, but that's no big deal.

  • Okay, I wanted to do that because I also would like to show you perspective, and I think

  • if all my coordinates are normalized, that's going to make it a little easier to do.

  • But before I show you perspective, let me connect all the edges.

  • I is less than 12, i++.

  • Right, what am I connecting?

  • I'm connecting, let me think about this, I'm connecting, like if I say connect, what did

  • I call the points?

  • Let me just, zero and zero.

  • Let me write a function.

  • Let me write a function called connect, and it gets two PVectors, and it just draws a

  • line.

  • I'm going to say strokeWeight, and it draws a line between one and the other, stroke So

  • if I were to say connect, oh and it doesn't get two PVectors, it gets two integers, and

  • PVector a1 equals, I'm going to call this i and j. PVector a = points[I], and PVector

  • b = points[j].

  • This is like, so I should have a line between the first two points.

  • How come I don't see that.

  • Oh, wait, wait, yeah, point O. Oh I need to connect, okay, so I'm going to make this PVector

  • projected equals, oh I'm going to make an array that has eight spots in it.

  • And then, instead of drawing this here, I'm going to say projected, so now I really need

  • to, oh this is fine, int index = 0, I could just use now a for loop but index++, projected[index]

  • = projected2d.

  • So I'm going to put everything in an array, and then I'm going to say connect zero, zero,

  • in projected.

  • And then this will be an array of points.

  • And so now this should, where's that line?

  • Let me just make sure.

  • Now if I say for PVector V in projected, point, I really didn't want to draw the edges.

  • This is why.

  • I wanted to just leave it at that, leave it a viewer challenge to draw the edges.

  • Projected2d, projected[index] = projected2d, index++, PVector v. Where's all that strokeWeight

  • stuff?

  • This stuff should be here.

  • Where am I drawing all the points?

  • So, okay, there are the points again.

  • Now, I want to connect zero and one.

  • Zero and one.

  • There we go!

  • Took me forever!

  • So now I'm connecting zero and one, then I want to connect zero and two.

  • No, zero, then I want to connect one and zero?

  • That's the same thing.

  • Connect one and one?

  • No, no, no, one and two?

  • This is good trial and error.

  • This is fun!

  • Then I'm going to connect two and three.

  • I just want to figure out if there's an algorithm for this.

  • And right, because this is the plane.

  • This is the first plane.

  • Three and four.

  • Ah I see, this makes sense.

  • Whoop, whoop, whoops.

  • No, three back to zero.

  • That's the first plane.

  • And then the next plane is the same thing but at the end, which is like four to five,

  • five to six.

  • Oh, no, three to four, four to, right?

  • Because didn't I put the next plane, would be zero, one, two, three, four.

  • No, no, no, no.

  • No, no, no, no.

  • Yes, four to five, five to six, six to seven, and seven back to four.

  • Okay, so that's that.

  • Now all I need to do is connect, oh, this is easy!

  • So there's definitely an algorithm for this, 'cause now I want to connect zero to four,

  • one to five, right?

  • Two to six.

  • Hopefully the algorithm is revealing itself to you.

  • And seven to eight.

  • No, no, no, sorry, three to seven.

  • There we go!

  • There's my cube!

  • I have done it!

  • Now I should really refactor this, and I plan to do that, but right now I think I need a

  • little bit of a break.

  • Alright, so, actually no I don't.

  • I got to do it right now.

  • I'm sorry, this video's going to be really long.

  • I don't care!

  • I equals zero, i is less than four, i++.

  • So what I'm going to do, right?

  • There's four sides.

  • I am going to connect i with i plus one, modulus four, then I also want projected, then I also

  • want to connect i plus four, and i plus one modulus four, plus four.

  • Let's do that.

  • And then I just want to connect i with i plus four.

  • I think that's it.

  • That's three little blocks.

  • Woo-hoo!

  • I'm so glad that actually worked!

  • Okay, so this is connecting the edges.

  • This is going to really help when we have to do the, I hope, when we have to do the

  • hypercube, connecting the edges.

  • Okay, I should really go!

  • I only have 10 more minutes in real life time while I'm recording this.

  • But let's actually add perspective!

  • Let's add perspective.

  • How do you add perspective?

  • So the way that you add perspective.

  • Perspective projection.

  • Basically, we're going to add a variable which indicates the distance, remember my ridiculous

  • experiment earlier like about four and a half hours ago, if you are actually watching this

  • video all the way to the end, where I had this light source and I was shining the light

  • source, and you were seeing the shadow here, that projection?

  • I need a variable which is the distance away from the object, the surface, that light source

  • is.

  • That's how I get perspective projection, right?

  • So, to create this idea of perspective, right?

  • I want to move the light source, or move the camera further away.

  • There's a lot of different ways to do this, and highly sophisticated methods, but basically

  • I need to scale the X, Y positions by the depth, right?

  • Objects in this mirror appear closer than they really are.

  • Like, things that are further away appear closer in, things that are closer appear further

  • out.

  • So to do that, this projection matrix can't just always be constants of one and one in

  • the X and Y position.

  • So I'm going to move this, and I'm going to before I project, right?

  • Before I project the final rotated matrix, I need to dynamically calculate this projection

  • matrix according to the Z value itself.

  • So, one thing that I could do is I could just say float z = rotated.z, and I could like

  • just try like dividing, dividing by it.

  • I'm sort of scaling it according to that Z.

  • Let's see what that does.

  • Eh, something maybe.

  • It looks all weird and crazy.

  • That's not right.

  • Well, a nice formula for doing this is actually saying one divided by, this is now the distance

  • basically, the camera distance, the light source distance, minus rotated.z.

  • So if I put that in here now, and I were to say float distance = 2, for example, now you

  • can see this looks much more like perspective projection.

  • So this is no longer orthographic, it's more like perspective.

  • You know, again, I'm not saying that I've comprehensively solved every possible projection,

  • 3D way, with focal length and all sorts of field of view stuff.

  • I'm just doing something kind of basic.

  • This is probably similar to like weak project maybe, I think.

  • But you can see here that if I change this distance to one, now this object appears much

  • closer.

  • It's more distorted.

  • If I were to change this to 10, wow, it's so far away but you can see there it is.

  • Those points are little bit too big.

  • Now one thing I'm not doing is changing like the strokeWeight to make it seem further or

  • smaller, but you can see I'm just altering the perspective.

  • Okay, we've done it!

  • Where's my train whistle?!

  • I need the train whistle!

  • No train whistle for me.

  • I'm going to reward myself with a piece of space melon.

  • I have made this coding challenge.

  • So, what can you do?

  • First of all, if you want to challenge to yourself, just go make this in four dimensions

  • now.

  • But that's what I'm going to do next.

  • Now that I have successfully drawn a 3D cube, and just to prove the point, I am in the P2D

  • renderer.

  • The P2D renderer using my own matrix math, and my own rotation matrices.

  • You know, you don't need to do this.

  • I would probably just go back and always use P3D, but this should let me unlock the fourth,

  • the fifth, the sixth, the seventh dimension.

  • You know, try making different shapes other than cubes.

  • Try, you know, you can do weird stuff, like I'd probably get something like super weird

  • if I just, like let's make the distance two again, and let's change this negative to positive

  • just for rotationY.

  • And like look what I've got going now, like I could really start to like distort the world

  • by like just messing around with these numbers.

  • Like what if I say like five times cosine of angle down here in rotationY?

  • Boy, that's probably a terrible idea.

  • So what kind of crazy, weird, distorted, rotation perspective things can you do?

  • Can you actually do this with vertices so you apply fill?

  • Can you think about color?

  • Make some sort of weird, pretend, 3D world that doesn't follow our own sense of three

  • dimensions by playing with this code, and share that with me on the comments or on Twitter,

  • and also on thecodingtrain.com, there'll be a link to the webpage where you can submit

  • user-made things.

Hello, welcome to a coding challenge!

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B1 中級

編碼挑戰#112:使用旋轉和投影進行3D渲染。 (Coding Challenge #112: 3D Rendering with Rotation and Projection)

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    林宜悉 發佈於 2021 年 01 月 14 日
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