A far more common projection in games and 3D computer graphics in general is the perspective projection, because it takes into account the distance of an object from the viewer. A perspective projection replicates the way that objects farther from the viewer appear smaller than objects close up. Objects rendered with a perspective projection will also appear to narrow toward the horizon, an effect known as foreshortening (see Figure 8-5). Listing 8-6 is a function that projects a 3D coordinate with a perspective projection and returns the result.
Figure 8-5. A cube rendered with a perspective projection
Listing 8-6. Function That Performs a Perspective Projection def perspective_project(vector3, d):
There's a little more math involved in perspective projection than there is for a simple parallel projection. The perspective_project function multiplies the x and y coordinates by the d value (which we will discuss later), and divides by the z component. It also negates the y component (-y) since the y axis is in the opposite direction in 2D.
The d value in perspective_project is the viewing distance, which is the distance from the camera to where units in the 3D world units correspond directly to the pixels on the screen. For instance, if we have an object at coordinate (10, 5, 100), projected with a viewing distance of 100, and we move it one unit to the right at (11, 5, 100), then it will appear to have moved exactly one pixel on screen. If its z value is anything but 100, it will move a different distance relative to the screen.
Figure 8-6 shows how the viewing distance relates to the width and height of the screen. Assuming the player (indicated by the smiley face) is sitting directly in front of the screen, then the viewing distance would be approximately the distance, in pixel units, from the screen to the player's head.
Figure 8-6. The viewing distance in a perspective projection
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