3D Game Programming 王銓彰 kevin.cwang@msa.hinet.net 2005 1 課程大綱 Introduction to Game Development (3hr) Game System Analysis (3hr) The Game Main Loop (3hr) 3D Game Engine Training (Using TheFly3D) (6hr) Game Mathematics & Geometry (3hr) Terrain (3hr) Characters (3hr) Game Control System (3hr) Advanced Scene Management System (3hr) Game AI (6hr) Game Physics (3hr) Game FX (3hr) Network Gaming (3hr) MMOG (3hr) Summary Wang’s Method for Real-time 3D Game Development 2 課程要求 One term project The students are in teams. Use TheFly3D 3D engine to code a Real-time 3D Game. Action RPG The teacher will provide graphics materials and setup the game design. Final examination Homework will be closely coupled with the term project. 3 王銓彰 (1/3) 目前 學歷 數位內容學院 專任講師 / 顧問 宇峻奧汀 顧問 鈊象電子 3D技術顧問 台灣大學土木工程學系畢業 資歷 04-04 資策會網路多媒體研究所 專案顧問 97-04 昱泉國際股份有限公司 技術長 96-96 虛擬實境電腦動畫股份有限公司 研發經理 93-96 西基電腦動畫股份有限公司 研發經理 90-93 國家高速電腦中心 助理研究員 89-90 台灣大學土木工程學系 CAE Lab 研究助理 4 王銓彰 (2/3) Game作品 Current TheFly3D 3D Engine 昱泉國際 DragonFly 3D Game Engine M2神甲奇兵, VRLobby, 天劍記 Lizard 3D Game Engine 幻影特攻、笑傲江湖 I & II、神鵰俠侶 I & II、風雲、小李飛刀、 笑傲江湖網路版、怪獸總動員、聖劍大陸、笑傲外傳 西基電腦動畫 Ultimate Fighter 1st real-time 3D fighting game in Taiwan 5 王銓彰 (3/3) 專長 (Expertise) 3D Computer Graphics Geometric Modeling Numerical Methods Character Animation Photo-realistic Rendering Real-time Shading Volume Rendering 應用領域 (Applications) 即時3D遊戲開發 (Real-time 3D Game Development) 電腦動畫 (Computer Animation) 虛擬實境 (Virtual Reality) 電腦輔助設計 (Computer-aided Design, CAD) 科學視算 (Scientific Visualization) 6 1st Introduction to Game Development 7 Introduction to Game Development Game Game Game Game Game Tools platform types team development pipeline software system 8 Game Platform PC Console Single player Match Makings MMOG (Massive Multi-player Online Game) Web-based Games Sony PS2 MS Xbox Nintendo GameCube Arcade Mobile Nintendo GBA Nintendo DS Sony PSP Hand-held 9 Game Development on PC PC is designed for general office application. Not for entertainment purpose A virtual memory system But video memory is limited. For frame buffers, z buffers, textures, vertices, … PCI / AGP might be a problem for performance. Open architecture Unlimited system memory Hardware driver version issue Different capabilities Different performance Compatibility test is very important. Development is easy to setup. Visual C/C++ with DirectX 10 Game Development for Consoles Specific hardware designed for games Single user OS Single process OS No hard disk drive (?) Closed system Native coding environment Limited resources Proprietary SDK Hardware related features C language with assembly Memory for everything 32M for PS2 64M for Xbox One console runs, the others do ! Use gamepad and no keyboard 11 Game Types RPG (Role playing games) AVG (Adventure games) RTS (Real-time strategy games) FPS (First-person shooting games) RSLG (戰棋) STG Sports Action Puzzle games Table games MMORPG Massive Multiple Player Online Role Playing Games 12 Game Team Members 開發團隊 行銷業務團隊 產品經理(PM) 測試團隊 遊戲審議委員會 製作人 執行製作人 企劃團隊 程式團隊 美術團隊 Game project approval 遊戲經營團隊 線上遊戲 game master (GM) Customer services MIS 13 Game Producer 遊戲製作人 Team leader (usually) 資源管理 (Resource management) 行政管理 (Administration) 專案管理 (Project management) 向上負責 (Upward management) 團隊的決策 風險管理 14 遊戲執行製作人 專案管理執行 Daily 運作 House keeping Meeting coordinator Schedule checking Cross-domain communication Usually not a full-time job position A position for training and becoming a producer 15 遊戲企劃 (1/2) 故事設計 (Story telling) 腳本設計 (Scripting) 玩法設計 (Game play design) 角色設計(Character design) 動作設計(Animation design) 關卡設計 (Level design) 特效設計(Effect design) 物件設計 介面設計(User Interface design) 遊戲調適 (Game tuning) 數值設定 (Numerical setup) AI 設計 (Game AI design) 音效設定 (Sound FX setup) 16 遊戲企劃 (2/2) 場景設定 (Scene setup) Game document writing Game quality checking 17 遊戲美術 Visual setup for game design 2D setup 3D setup Graphics design and production 場景 (Terrain) 人物 (Character) 建模 (Models) 材質 (Textures) 動作 (Motion / Animation) 特效 (FX) User Interface 行銷支援 (封面.海報..等) 18 遊戲程式 遊戲程式 (Game Program) 撰寫 遊戲開發工具 (Game Tools) 開發 遊戲Data exporters from 3D animation Software Level editor Scene editor FX editor Script editor Game editor 3dsMax / Maya / Softimage Game engine development Game technique research Online game server development 19 遊戲開發流程 Basic Procedures for Game Development Idea Proposal Concept Approval Production Prototype 發想 (Idea) 提案 (Proposal) 製作 (Production) 整合 (Integration) 測試 (Testing) 除錯 (Debug) 調適 (Tuning) Integration Pre-alpha Testing Debug Alpha Tuning Beta Final > Concept approval > 雛形 (prototype) > Pre-alpha > Alpha > Beta 20 遊戲發想(Concept Design) 遊戲類型 (Game types) 遊戲世界觀 (Game world) 故事 (Story) 遊戲特色 (Features) 遊戲玩法 (Game play) 遊戲定位 (Game product positioning) 競爭對手評估 風險評估 (Risk) Target player Marketing segmentation / positioning SWOT (Strength/Weakness/Opportunity/Threat) 分析 產出物 Concept Design Document (CDD) 21 遊戲提案(Proposal) 系統分析 (System analysis) GDD 撰寫 (Game design document) MDD 撰寫 (Media design document) TDD 撰寫 (Technical design document) 遊戲專案建立 (Game project) Schedule Milestones / Check points Risk management 測試計畫書 團隊建立 (Team building) 產出物 GDD MDD TDD The Team 22 遊戲開發(Production) 美術量產製作 Modeling Textures Animation Motion FX 量產 ! 程式開發 (Coding) 企劃數值設定 … 23 遊戲整合(Integration) 關卡串聯 (Level integration) 數值調整 (Number tuning) 音效置入 (Audio) 完成所有美術 程式與美術結合 Testing within the game team Focus group (User study) Release some playable levels for focus group. Get the feedback from focus group to adjust the game play. Invited outside game players but evaluation in-house 24 遊戲測試(Test) Alpha 測試 Beta 測試 除錯 (Debug) Make the game stable 數值微調 Game play 微調 對線上遊戲而言 (MMOG) 封閉測試 (Closed beta) Invited game players 開放測試 (Open beta) Free for public players 極限測試 (Critical testing) Only for MMOG Continuously implementing For servers 25 Bugs Bug 分級 (Bug Classification) A Bug B Bug C Bug S Bug Bug Bug Classification Principles Bug 分級從嚴 Tester vs Debugger Bug Dispatch Debug N ? Verify Y FAQ 26 Game Software System Game NPC System Virtual Agent Fighting System Terrain Trading System FX System Game AI Collision Character Dynamics 3D Scene Mngmt 3D Graphics API 2D Sprite Gamepad 2D API Hardware Story Script System Sound FX Audio Input Device UI Network OS API Game Play Layer Engine Layer System Layer 27 System Layer – APIs (1/2) 3D Graphics API 2D API DirectX 9.0 SDK - DirectMedia Win32 GDI Input device DirectX 9.0 SDK – Direct3D Newest update : DirectX 9.0c SDK Update (June, 2005) OpenGL 2.0 DirectX 9.0 SDK – DirectInput Audio DirectX 9.0 SDK – DirectSound / Direct3DSound / DirectMedia OpenAL 28 System Layer – APIs (2/2) OS API Win32 SDK MFC Network DirectX 9.0 SDK – DirectPlay Socket library 29 Engine Layer (1/2) 3D scene management system Scene graph Shaders 2D sprite system Audio system Gamepad Hotkeys Mouse Timers Network DDK interface 30 Engine Layer (2/2) Terrain system Advanced scene management system Character system Bone-skin Motion Blending Dynamics Space partition technique BSP Tree Octree Particle system Rigid-body dynamics Collision detection Sound FX User interface 31 Game Play Layer NPC (Non-playable characters) management Game AI Path finding Finite state machine (FSM) Steering behavior Avatar Combat system FX system Script system Trading system Number system … 32 Game Development Tools for Programming (1/2) System Tools Visual C/C++ .Net 2003 VC/C++ 7.1 Visual C/C++ 6.0 + SP5 NuMega BoundsChecker Finding memory leaking Intel vTune Finding computation performance bottlenecks for CPU PIX Finding graphics performance bottlenecks For GPU 33 Game Development Tools for Programming (2/2) SDKs System API Win32 SDK or MFC DirectX SDK or OpenGL Socket library Middleware (Game engine) Renderware Unreal … Physics ODE 34 Game Development Tools for Artists 3D tools 2D tools Discrete 3dsMax Maya Softimage XSI Photoshop Illustrator Motion tools Motion capture devices Motion Builder FiLMBOX 35 2nd Game System Analysis 36 What Will We Talk The idea about system analysis (SA) Mind mapping Case study - Term project 37 Why System Analysis (1/2) For 程式結構 analysis To identify 工作量 New game engine ? Re-used code ? Tools needed to be developed ? For 資源 management The main program Game development tools Total man month How many programmers ? How good the programmers ? For job dependency analysis Job A Job B Job D Job C 38 Why System Analysis (2/2) To do technical possibility analysis Pre-processor for 技術可行性分析 R&D ? Where is the technical bottleneck ? Technical design document Project management Bridge from game design to programming 39 Something about System Analysis No standard procedures or approaches It’s not a theory. Experience You can use your own method/tool UML Mind mapping 心智圖法 This is the one we will use in this course … 40 Wang’s System Analysis Steps Brainstorming Integration Dependency analysis Create the project Technical design document (TDD) writing 41 Brainstorming Based on the game design to put everything as many as you could Use mind mapping Including Game system Combat / Village / Puzzle / … Program modulus Camera / PC control / NPC AI / UI / FX /… Tools Level editor / Scene editor / … Entities in games Characters / vehicle / terrain / audio / … 42 Integration Confirm the resource limitation Technical implement possibility Put all related items together Man month analysis How many ? Who ? Jobs / System identification 43 Dependency Analysis Sort the Jobs By job dependency By programmers’ schedule Prototype for scheduling 44 System Analysis – Create the Project Scheduling Job assignment Resource allocation Check points Milestones Major check points Output Risk management Alternatives Risk management policy 45 Technical Design Document Specification Resources Design in details Implement methods (工法) Algorithms “Project” Output in each milestone SOP (optional) TDD Template 46 Mind Map 心智圖法 A radiant thinking tool Applications 讀書心得 Proposal 上課筆記 遊記 System Analysis … Reference Programs Visio MindManager Books Tony Buzan, Barry Buzan “The Mind Map Book: How to Use Radiant Thinking to Maximize Your Brain's Untapped Potential” 47 48 49 Mind Map Demo Using MindManager Use MindManager X5 pro Developed by MindJet 50 3rd The Game Main Loop 51 Win32 Application (1/3) int APIENTRY WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; ... // register window class ZeroMemory(&wc, sizeof(WNDCLASSEX)); wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; wc.lpfnWndProc = KKMainProc; ... RegisterClassEx(&wc); ... // the main loop KKMainLoop(); // unregister the window class UnregisterClass(wc.lpszClassName, hInst); return id; } 52 Win32 Application (2/3) LRESULT CALLBACK KKMainProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { LRESULT l = FALSE; ... // switch for all incoming messages from WindowsXX switch (uMsg) { case WM_KEYDOWN: ... l = TRUE; break; ... } // echo the result if (l) { return l; } else { return DefWindowProc(hWnd, uMsg, wParam, lParam); } } 53 Win32 Application (3/3) void KKMainLoop() { MSG msg; BOOL kkBeQuit = FALSE; // the main loop while (!kkBeQuit) { // check window's messages while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) { kkBeQuit = TRUE; } // invoke the WindowsX to handle the incoming messages TranslateMessage(&msg); DispatchMessage(&msg); } // do your jobs here, for example, check the timing and do something in regular ... } } 54 Event-driven Programming Win32 programs are event-driven We need an infinitive loop to check all incoming events. In the loop : Messages = events So as all windows system (for example : X window) Check if there are incoming events (messages) Handle the events Check the time and do something in regular Incoming events : Interrupts System requests 55 Timers & Events (1/2) Timers (do something in regular timing) The sub-system to handle timing Must be precise to at least 1 ms or less 30fps = 1/30 second = 33.333… ms On win32 platform, you can use “performance counter” instead of the win32’s “WM_TIMER” message For windows9x, WM_TIMER = 18.2 fps (maximum) Events Input devices Mouse Keyboard Something coming from network System requests Re-draw Losing/getting the input focus … 56 Timers & Events (2/2) Two types of jobs (Callbacks) to do (Call) : In regular Timers callbacks By requests Input device callbacks So as the game main program A game is an interactive application. Mouse Hotkeys Gamepads A game is time-bound. Rendering locked in 30fps or 60fps Motion data produced in 30fps Game running in 30fps 57 Implement the Timer (1/6) On PC platform : use “Performance Counter” QueryPerformanceFrequency() QueryPerformanceCounter() // timers data structure typedef struct { BOOL beAble; // is the timer is enabled/disabled ? BOOL be1st; // is this the 1st time for the timer to be checked // after last initialization ? BOOL beLockFps; // is locked on FPS ? double initTime; // initial time double timeInv; // system ticks for one frame double nxtTime; // next checking time void (*timer)(int); // timer's callback double resetTime; // reset time } TIMERs, *TIMERptr; 58 Implement the Timer (2/6) /*---------------------------------------------------------------------initialize a timer and bind a user-defined timer callback ------------------------------------------------------------------------*/ void FyBindTimer(DWORD id, float fps, void (*fun)(int), BOOL beLock) { if (id < 0 || id >= MAXTIMERS) return; /* assign the timer's callback */ fyTimer[id].timer = fun; /* set lock-to-fps flag */ fyTimer[id].beLockFps = beLock; /* calculate the ticks for one frame */ fyTimer[id].timeInv = (double) (fyFreq) / (double) fps; fyTimer[id].be1st = TRUE; fyTimer[id].beAble = TRUE; } 59 Implement the Timer (3/6) /*-----------------------------------get current system clock tick --------------------------------------*/ double FYGetCurrentSystemTick() { LARGE_INTEGER timeCount; /* get current tick */ QueryPerformanceCounter(&timeCount); return (double) timeCount.QuadPart; } /* // get the system ticks for one second QueryPerformanceFrequency(&timeFreq); fyFreq = timeFreq.LowPart; */ 60 Implement the Timer (4/6) /*-----------------------------------------------------------invoke the TheFly3D system to handle the timers --------------------------------------------------------------*/ void FyInvokeTheFly(BOOL beTimer) { MSG msg; if (fyBeQuit) return; while (!fyBeQuit) { // check window's messages while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) fyBeQuit = TRUE; TranslateMessage(&msg); DispatchMessage(&msg); } // check the timer if (beTimer && fyBeTimer) FYInvokeTimer(); } } 61 Implement the Timer (5/6) /*--------------------check all timers ----------------------*/ void FYInvokeTimer() { int i, skipS; double dTime; // get current time dTime = FYGetCurrentSystemTick(); for (i = 0; i < MAXTIMERS; i++) { if (fyTimer[i].beAble && fyTimer[i].timer != NULL) { // for the first time ..... if (fyTimer[i].be1st) { // initialize the timer fyTimer[i].be1st = FALSE; fyTimer[i].initTime = dTime; fyTimer[i].nxtTime = dTime + fyTimer[i].timeInv; (*(fyTimer[i].timer))(1); } 62 Implement the Timer (6/6) else { if (fyTimer[i].beLockFps) { if (dTime >= fyTimer[i].nxtTime) { // calculate skip frames skipS = (int)((dTime - fyTimer[i].nxtTime) / (double)fyTimer[i].timeInv) + 1; // get next checking time fyTimer[i].nxtTime += (double) (skipS * fyTimer[i].timeInv); // check some abnormal conditions ... // invoke the timer callback (*(fyTimer[i].timer))(skipS); } } else { (*(fyTimer[i].timer))(1); } } } } } 63 Game Loop (1/2) Single player Loop Check game over y Exit the loop n Peek player input Implement timer callback Rendering 64 Game Loop (2/2) Network client Loop y Check game over Exit n Peek user input Receive messages From network Timer callbacks Send messages To network Rendering 65 Jobs in Regular (In Timers) Check “Win/Lose” Check “Quit” Make objects moving … Play character’s motion to the next frame Play animation to the next frame Models Textures … Perform game logic calculation Perform geometry associated calculation i.e. LOD Perform AI “Thinking” Perform collision detection Perform the 3D rendering Play FX … 66 Jobs By Request Mouse Input Keyboard Input Hotkey Typing Gamepad Press/release the mouse button Drag Double-click Move Same behavior as the hotkey Except looking not like the keyboard Network System … 67 4th TheFly3D Game Engine 68 The Main Program void main(int argc, char **argv) { // create the game world & 3D scene ... // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); ... // define some mouse functions FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, EndPivot, NULL); ... // bind a timer for rendering, frame rate = 60 fps FyBindTimer(0, 60.0f, RenderIt, TRUE); // bind a timer for game AI, frame rate = 30 fps FyBindTimer(1, 30.0f, GameAI, TRUE); // invoke the system FyInvokeTheFly(TRUE); } 69 Hotkey Callback //------------------// quit the game //------------------void QuitGame(WORLDid gID, BYTE code, BOOL value) { if (code == FY_ESCAPE) { if (value) { FyWin32EndWorld(gID); } } } 70 Mouse Callback /*----------------------------------------initialize the pivot of the camera ------------------------------------------*/ void InitPivot(WORLDid g, int x, int y) { oldX = x; oldY = y; } /*-----------------pivot the camera -------------------*/ void PivotCam(WORLDid g, int x, int y) { FnModel model; if (x != oldX) { model.Object(cID); model.Rotate(Z_AXIS, (float) (x - oldX), GLOBAL); oldX = x; } if (y != oldY) { model.Object(cID); model.Rotate(X_AXIS, (float) (y - oldY), GLOBAL); oldY = y; } } 71 The Timer Callback //---------------------------------------------------------------------------------------// Render callback which will be invoked by TheFly3D every 1/60 second //---------------------------------------------------------------------------------------void RenderIt(int skip) { FnViewport vp; FnWorld gw; // render the scene vp.Object(vID); vp.Render(cID, TRUE, TRUE); // perform double-buffering gw.Object(gID); gw.SwapBuffers(); } 72 Introduction to TheFly3D A real-time 3D graphics programming library Using C++ Cross-platform An API for 3D graphics developers Provide a fundamental scene management system Scene tree Built-in visibility culling According to the experiences from the author, some game development features are added. DirectX9.0c OpenGL 1.5 Characters Terrain system … Current version 0.8a1 (0920, 2005) Shader has been added in D3D version 73 TheFly3D in A Chart Game NPC System Virtual Agent Trading System Combat System FX System Terrain Character Dynamics Sound FX Collision 3D Scene Mngmt 3D Graphics API 2D Sprite Game AI Story Gamepad 2D API Hardware Script System UI Audio Network Input Device OS API Game Play Layer Engine Layer System Layer Developing Developed 74 Development Environment .NET2003 Visual C++ 7.1 DirectX9.0c SDK (Dec, 2004) Two include files : (must!) TheFly.h TheFlyWin32.h (Win32 version + D3D) Linked libraries (API version) TheFlyLibD_08_01.lib d3d9.lib d3dx9.lib dsound.lib dxguid.lib winmm.lib 75 Create the Visual C++ Project for “TheFly3D” Create folders for TheFly3D API …\include …\lib New a Win32 application project Set the additional include/library directories to TheFly3D API Add DirectX 9.0 SDK’s include/lib to additional search directories Add d3d9.lib d3dx9.lib dsound.lib dxguid.lib winmm.lib to additional dependencies Add TheFly.h, TheFlyWin32.h, TheFly3DLibD_xxxx.lib into the project 76 The 1st TheFly3D Program – hello.cpp Create Create Create Create a 3D world a viewport a scene 3D entities A camera A teapot model A light source Translate the camera to show the model Bind callbacks to make the program interactive 77 Demo - Hello Do it! 78 The Basics to Write TheFly3D Program All Win32 code is transparent. void main(int argc, char *argv[]) All Win32 & DirectX code are hidden within the engine. ID & Function class TheFly3D creates the objects for you. Return the object ID TheFly3D owns the objects. You have the right to handle the objects. Use function classes No internal data structure & functions revealed // create a viewport vID = gw.CreateViewport(ox, oy, ww, hh); FnViewport vp; vp.Object(vID); vp.SetBackgroundColor(0.3f, 0.3f, 0.0f); 79 Initialize TheFly3D In general the 1st function to use TheFly3D is : FyWin32CreateWorld() After the calling successfully, you can get the non-zero ID (WORLDid) of a world object. Assign the ID to a world function class object for manipulating the world. // create a new world WORLDid gID = FyWin32CreateWorld(“Tester", 0, 0, 800, 600, 16, FALSE); FnWorld gw; gw.Object(gID); gw.SetTexturePath("Data\\textures"); 80 The World in TheFly3D A world is a set of graphics layers where the 3D objects acts on. A World 3D Graphics Layers Frame Buffers (front + back) 81 The 3D Graphics Layer A 3D graphics layer is a projection of the rendering of a 3D view. The set of the 3D objects in the view : We call it the “Scene”. The projection we call the “Viewport” Backdrop Lights Camera 3D Models Board A 3D Scene 82 The Viewports & Scenes TheFly3D supports the multiple viewports. A scene can be rendered on different viewports. Viewports & scenes are created by the world object. // create a new world WORLDid gID; gID = FyWin32CreateWorld(Tester", 0, 0, 800, 600, 16, FALSE); FnWorld world; world.Object(gID); SCENEid sID = world.CreateScene(); VIEWPORTid vID = world.CreateViewport(0, 0, 400, 300); world.DeleteScene(sID); world.DeleteViewport(vID); 83 The Scene A scene is not a “real” 3D object, just a “set” of 3D objects. A scene provides multiple rendering groups to handle the priority sorting for the rendering of 3D objects. There are three object lists within a rendering group. Invisible list Opacity list Semi-transparent list The objects are rendered by the order of rendering groups. In the same rendering group, the opaque objects are rendered first. And the semi-transparent objects are sorted and rendered from far to near… 84 The 3D Entities – Objects A 3D scene is constructed by a set of “objects” which are the basic entities in a scene. An object is a carrier to carry real 3D data including : Model geometry Camera data Lighting data Terrain data Particle emitters Forces Audio Objects are created/deleted by its host scene. Objects can be switched between scenes. Objects should be assigned to a rendering group. 85 The Objects Can … Can Can Can Can Can Can Can have shapes (geometric data) be grouped (hierarchy) move (transformation) look alike (clone or data sharing) perform (animation or deformation) be affected (lighted, listened) be changed dynamically (modification) 86 A Scene Object Hierarchy Parent Object Parameters Etc Transformation Move Animation Motion Data Shape Geometric Data Clone 87 A Model Object An object to carry a set of geometry data is a model object You can load the model data from files. TheFly3D loads .cw3 model files in default. // create 3D entities nID = scene.CreateObject(ROOT); FnObject model; model.Object(nID); // load a teapot model.Load("Teapot.cw3"); 88 TheFly3D Scene Tree A tree-based representation Simplified scene graph Root 89 TheFly3D Scene Tree Is Simplified Scene Graph A tree-based representation Simplified scene graph Root 90 Object Hierarchy nID = scene.CreateObject(ROOT); cID = scene.CreateCamera(ROOT); FnObject model; model.Object(nID); model.SetParent(cID); cID nID 91 Clone a Model Object OBJECTid nID = scene.CreateObject(ROOT); FnObject model; model.Object(nID); OBJECTid nID1 = model.Instance(); nID nID1 Data instance 92 TheFly3D Major Model Object Functions (1/2) void model.SetParent(parent_object_ID); void model.Show(be_show); void model.SetOpacity(opacity); void model.SetRenderMode(mode); mode = WIREFRAME or TEXTURE OBJECTid clonedID = model.Instance(); void model.ChangeScene(sID); BOOL model.Load(char *file); opacity = 0.0 – 1.0 Load a .cw3 model file to a model object void model.ShowBoundingBox(beShow); void model.Translate(x, y, z, op); 93 TheFly3D Major Model Object Functions (2/2) model.SetRenderOption(item, value); (item, value) = (Z_BUFFER, TRUE/FALSE) (Z_BUFFER_WRITE, TRUE/FALSE) (ALPHA, TRUE/FALSE) Add/remove the model to/from alpha sorting list (FOG, TRUE/FALSE) (SPECULAR, TRUE/FALSE) (LIGHTING, TRUE/FALSE) (ANTIALIASING, TRUE, FALSE) (SOURCE_BLEND_MODE BLEND_ZERO / BLEND_ONE / BLEND_SRC_COLOR / BLEND_INV_SRC_COLOR / BLEND_SRC_ALPHA / BLEND_INV_SRC_ALPHA / BLEND_DEST_ALPHA / BLEND_INV_DEST_ALPHA / BLEND_DEST_COLOR / BLEND_INV_DEST_COLOR / BLEND_SRC_ALPHA_SAT / BLEND_BOTH_SRC_ALPHA / BLEND_BOTH_INV_SRC_ALPHA) (DESTINATION_BLEND_MODE values are same as the SOURCE_BLEND_MODE) 94 Coordinate System Every model should have its own local coordinate system. To its parent model, it is in the global space. Local space Model space The space when it’s modeled Global space The space for reference World space The global space of the “Root” z Z Y X y x 95 Transformation Three basic linear transformations used in TheFly3D. Translate Rotate Scale Principles : Right-handed rule v’ = v M0 M1 Matrix in 12-element (I call the M12) Rotation matrix Translation vector a0 a3 a6 a9 a1 a2 0 a4 a5 0 a7 a8 0 a10 a11 1 96 Translation model.Translate(dx, dy, dz, op); x’ = x + dx y’ = y + dy z’ = z + dz T = 1 0 0 dx 0 1 0 dy (dx dy dz) 0 0 1 dz 97 Rotation i.e. rotate with z axis model.Rotate(Z_AXIS, 30.0f, op); x’ = x cosq – y sinq y’ = x sinq + y cosq z’ = z Rz = cosq -sinq 0 0 sinq cosq 0 0 0 0 1 0 z y x 98 Scaling model.Scale(sx, sy, sz, op); x’ = x * sx y’ = y * sy z’ = z * sz T = sx 0 0 0 0 sy 0 0 0 0 sz 0 99 Matrix Operations Matrix operation Z REPLACE, LOCAL, GLOBAL Y op = LOCAL X op = REPLACE [ML] [M] [MG] z x y op = GLOBAL Object Transformation Matrix 100 TheFly3D Model Transformation Functions model.Translate(x, y, z, op); model.Rotate(axis, angle, op); w : the scalar part of the quaternion x, y, z : the vector part of the quaternion The quaternion should be a unit quaternion op = LOCAL, GLOBAL, or REPLACE model.SetMatrix(M12, op); op = LOCAL, GLOBAL, or REPLACE model.Quaternion(w, x, y, z, op); op = LOCAL, GLOBAL, or REPLACE axis = X_AXIS, Y_AXIS, Z_AXIS model.Scale(sx, sy, sz, op); op = LOCAL, GLOBAL, or REPLACE M12 : an M12 matrix op = LOCAL, GLOBAL, or REPLACE float *model.GetMatrix(); Get the pointer of the model object’s matrix 101 Transformations vs Movements Transformation is the term used in computer graphics but not friendly for games. We use movements to control the 3D objects moving around in the scene. Move forward Move right Move up Turn right Turn left … Turn right / left Move up Move right Move forward 102 Facing Direction and Up Direction Each object is modeled with a facing direction and up direction “visually” In TheFly3D, we use –y axis as the default facing direction for a model, z axis as the default up direction But for a camera : -z axis is the facing direction y axis is the up direction z y x z up + facing to -y 103 Move Forward (1/2) new position = old position + distance *(facing direction in unit) 104 Move Forward (2/2) The object has a local coordinate system. Align a local axis of the object with the facing direction Make a translation to move the object align the local axis Apply the matrix first before to apply the existing transformations (op = LOCAL) Then the object is moving forward! FnObject model; model.Object(nID); model.Translate(0.0f, -dist, 0.0f, LOCAL); // facing to -y 105 Turn Right/Left (1/2) An example : (rotate with an arbitrary axis) -1 -1 -1 M = T1 * R1 * R2 * Rx(angle) * R2 * R1 * T1 T1 = / 1 0 0 0 1 0 0 0 1 -x -y -z 0 0 0 1 / R1 = / cs2 -sn2 0 0 -z sn2 cs2 0 0 0 0 1 0 0 0 0 1 / R2 = / cs1 0 -sn1 0 y 0 1 0 0 sn1 0 cs1 0 0 0 0 1 / Rx = / 1 0 0 0 0 cs sn 0 0 -sn cs 0 0 0 0 1 / 106 Turn Right/Left (2/2) The object has a local coordinate system Align a local axis of the object with the up direction Make a rotation matrix to turn the object along the local axis Apply the matrix first before to apply the existing transformations Then the object is turning ! FnObject model; model.Object(nID); model.Rotate(Z_AXIS, -angle, LOCAL); // turn right 107 Terrain A terrain is a place for 3D objects to walk on A terrain can be generated from a model file Neighboring triangles are the next searching target for current triangle for terrain following A terrain for terrain following is not the same as the terrain in visual 108 Generate Terrain in TheFly3D // create a terrain object tID = scene.CreateTerrain(); FnTerrain t; t.Object(tID); // load a terrain model (just like a regular object) // but a terrain is invisible in default t.Load("test_terrain_following.cw3"); // generate the neighboring data for terrain following // otherwise, the terrain model is for visual only t.GenerateTerrainData(); 109 Put a Model on Terrain Using TheFly3D // if tID is the terrain object (OBJECTid) // load a model OBJECTid nID = scene.CreateObject(ROOT); FnObject obj; obj.Object(nID); // put the model on terrain float pos[3]; pos[0] = x; pos[1] = y; pos[2] = 10000.0f; // should be higher than the terrain! obj.SetPosition(pos); obj.PutOnTerrain(tID, be3D, offset, rangeF, rangeB, angle); 110 Terrain Following Terrain Following (3D) offset Terrain Following (2D) offset 111 Probe for a Model on Terrain probeBack probeFront : terrain following check point 112 TheFly3D Model Movement Functions (1/3) void model.GetPosition(pos) void model.GetDirection(faceDir, upDir) The position is related to its parent object void model.SetDirection(faceDIr, upDir) If you just want to get one of the directions, just send NULL pointer to the one that you do not want to query void model.SetPosition(pos) pos is a 3D vector to get the position of the model object If you just want to set one of the directions, just send NULL pointer to the one that you do not want to set Void model.SetDirectionAlignment(fDAxis, uDAxis) You can change the local axes for facing and up directions 113 TheFly3D Model Movement Functions (2/3) BOOL model.PutOnTerrain(tID, be3D, offset, probeFront, probeBack, probeAngle, hightLimit) tID is a terrain object be3D = TRUE for 3D terrain following Offset is the height above the terrain hightLimit is the terrain following height limit Return TURE if you successfully put the model on a terrain int model.MoveForward(dist, beTerrainFollow, be3D, offset) If you just want to move the model forward but not on terrain, set beTerrainFollow to FALSE You should put a model on terrain first. Then you can move it forward on terrain. Return value : WALK (ok for moving) BOUNDARY (hit the terrain boundary) BLOCK (not implemented yet, for collision) DO_NOTHING (something wrong …) 114 TheFly3D Model Movement Functions (3/3) int MoveRight(dist, beTerrainFollow, be3D, offset) void model.TurnRight(float angle) Same as the MoveForward except moving in right-hand direction Angle is in degree format int model.GetCurrentTerrainTriangle() Get current triangle ID in terrain, where the model is standing 115 A Character 116 Character with motion 117 Introduction to Characters The characters are the actors of the games. Three types of characters implemented in games : Segmented Mesh Bone-skin Root-base concept Production : 3D animation tools Motion capture (MoCap) For motion data Base 118 A Segmented Character A character is composed by a set of models with motion data to simulate a live creature in real world Benefits Hierarchical structure Easy to implement in a scene tree Drawbacks Segment-like 119 The scene tree of a segmented character : head up arm hand body fore arm groin Base thigh groin foot shin body head thigh_r thigh_l up_arm_r shin_r up_arm_l shin_l fore_arm_l hand_l fore_arm_r hand_r foot_r foot_l 120 A Mesh Character Vertex animation on skins Benefits Animated positional data on skins 3D warping Easy to implement Flexible mesh in animation Drawbacks No hierarchy Each frame is independent. Massive dataset 121 A Bone-skin Character Bone-skin skeleton Hierarchical bones Skin deformation run-timely Benefits Bone A Hierarchical structure Not segmented look Drawbacks More complicated than the other solutions Skin deformation need more CPU cost than transformation only Skin Bone B 122 Motion Production – by 3D Animation Tools (1/2) Keyframe system 3ds MAX Softimage Maya 123 Motion Production – by 3D Animation Tools (2/2) Low cost (relatively) Easy to combine animations Hand-made animations Hard to make “good” motions Long production time 124 Motion Production – by Motion Capture (1/2) Motion Capture “MoCap” in short Types : Optical Magnetic ... 125 Motion Production – by Motion Capture (2/2) Expensive solution Every frame is a keyframe Very live motion Noise ! Need post-processing for games Hardware and software Pathing the data Re-keyframing Cleaning noise Re-targeting Hard to combine motions 126 The Root-Base Concept (1/2) Use root-base structure to construct the character Base Root (groin) Base 127 The Root-Base Concept (2/2) A character has some models to be the geometry roots of the character system. The root plays as the gravity center of the character. The root can be translated and rotated. The others are joints. The joints can rotate only. A ghost object is added to be the parent of the root, which is the base of the character. The base is the center for the character’s movement. We move the base to perform character’s moves. 128 Motion Data - Pose A set of frames to describe a character’s motion For examples : Walk, run, attack, … Keyframed or non-keyframed Motion data in Position (pivot) + quaternion Position (pivot) + Euler angles Position (pivot) + (q, n) Matrix walk run attack fall 129 Load a Character FnScene scene; CHARACTERid actorID; .cwc is a character description file. scene.Object(sceneID); actorID = scene.LoadCharacter(“fm.cwc"); 130 Play a Pose BLENDTREEid btID = actor.GetBlendTree(); FnBlendTree bt; bt.Object(btID); // the 2nd motion definition BLENDNODEid aaaID; aaaID = bt.CreateAnimationNode(2); // start to play a pose (1st time) actor.PlayBlendNode(aaaID, (float) 0, START, TRUE); // continue to play a pose actor.PlayBlendNode(CURRENT, (float) skip, LOOP, TRUE); 131 Make a Character to Move Forward FnCharacter actor; // play walking pose actor.Object(actorID); actor.PlayBlendNode(CURRENT, (float) skip, LOOP, TRUE); // move it forward actor.MoveForward(dist, beTF, be3D, offset); 132 TheFly3D Character Movement Functions (1/2) void actor.GetPosition(pos) void actor.GetDirection(faceDir, upDir) The position is related to its parent object void actor.SetDirection(faceDIr, upDir) If you just want to get one of the directions, just send NULL pointer to the one that you do not want to query void actor.SetPosition(pos) pos is a 3D vector to get the position of the character If you just want to set one of the directions, just send NULL pointer to the one that you do not want to set BOOL actor.PutOnTerrain(tID, be3D, offset, probeFront, probeBack, probeAngle, hightLimit) tID is a terrain object be3D = TRUE for 3D terrain following Offset is the height above the terrain hightLimit is the terrain following height limit Return TURE if you successfully put the character on a terrain 133 TheFly3D Character Movement Functions (2/2) void actor.MoveForward(dist, beTF, be3D, offset) If you just want to move the character forward but not on terrain, set beTF to FALSE You should put a character on terrain first. Then you can move it forward on terrain. A character is always using his local -y-axis as facing direction void actor.TurnRight(float angle) Angle is in degree A character is always using his local z-axis as up direction 134 TheFly3D Character Functions OBJECTid actor.GetBaseObject() OBJECTid actor.GetObjectByName(name) The function is to play the motion for a specific frame Set beIncludeBase = TRUE to play the base object’s motion BLENDTREEid actor.GetBlendTree() You can get the each model part of the character by its name in character file For a bone-skin character, this function can get the bones in the skeleton BOOL actor.PlayFrame(frame, beIncludeBase) You can get the base object of the character Get the character’s blend tree data You can define all poses in a blend tree (blend nodes) float actor.PlayBlendNode(btNodeID, skipFrame, mode, beIncludeBase) All poses for a character is defined as a blend node Skip frames can be floating-point Mode can be ONCE or LOOP! 135