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updated and corrected text, added illustration for camera types
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src/templates/pages/learn/getting-started-in-3d.hbs

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@@ -97,6 +97,11 @@ slug: learn/
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<h2 id="coordinate_space">3D Coordinate Space: Positioning in 3D</h2>
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<div class="additionalInformation">
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It might be helpful to revisit the tutorial titled
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<a href="{{root}}/learn/coordinate-system-and-shapes.html">Coordinate System in Shapes</a>
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</div>
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<p>One of the most fundamental differences between working in 2D and working in 3D is the most obvious: there is
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one more dimension to work with. In addition to the horizontal and vertical position (x and y axes) of an
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element in our drawing, 3D adds depth, (the z-axis). </p>
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<img style="padding:60px;" src='{{assets}}/learn/basic3D/images/2d3d_coordinates.png'
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alt="an illustration showing a 2D coordinate system on the left, showing an origin of (0,0) and a 3D coordinate system on the right, showing an origin of (0,0,0)">
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<div class="additionalInformation">
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It might be helpful to revisit the tutorial titled
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<a href="{{root}}/learn/coordinate-system-and-shapes.html">Coordinate System in Shapes</a>
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</div>
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<h2 id="transformations">Transformations: Position and Size of 3D Shapes</h2>
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<p>p5.js has a few methods, <a class="code" href="{{root}}/reference/#/p5/translate">translate()</a>, <a
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available for
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both 2D and 3D drawing.</p>
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<h3>translate()</h3>
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<h3>translate(): Moving Objects in Space</h3>
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{{!-- sketch illustrating translation of geometry --}}
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<iframe src="{{assets}}/learn/basic3D/translateExample.html" width="720" height="350">
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..
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</code></pre>
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<h3>rotate()</h3>
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<h3>rotate(): Orienting Objects in Space</h3>
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{{!-- sketch illustrating rotation of geometry --}}
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<iframe src="{{assets}}/learn/basic3D/rotateExample.html" width="720" height="350">
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TODO: FIND LINK TO A RELIABLE RESOURCE
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</div>
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<h3>scale()</h3>
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<h3>scale(): Size in Space</h3>
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{{!-- sketch illustrating scaling of geometry --}}
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<iframe src="{{assets}}/learn/basic3D/scaleExample.html" width="720" height="350">
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<h2 id="camera">Camera and View</h2>
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<p>The camera is an important piece to the 3D scene. In p5.js, the WebGL mode provides us with a perspective
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camera by
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default, but we can change this using <a class="code">perspective()</a> or <a class="code">ortho()</a>.</p>
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<p>The camera is an important piece to the 3D scene; it gives us the sense of space and dimension that we are
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often looking for in 3D. In p5.js, the WebGL mode provides us with a perspective camera by default, but we can
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change this using <a class="code">perspective()</a> or <a class="code">ortho()</a>.</p>
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<img style="padding:60px;" src='{{assets}}/learn/basic3D/images/cameraTypeIllustration.png'
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alt="an illustration showing the difference between perspective and orthographic camera types">
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<p>A perspective camera skews objects so they appear to get smaller as they get further away, vanishing at a
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single point in the distance.This is in contrast to an orthographic camera, where the geometry stays the same
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size as it gets further away and has no vanishing point. </p>
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<p>To control your camera by interacting with the canvas, use <a class="code">orbitControl()</a>. <a
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class="code">orbitControl()</a> allows for zooming, panning, and positioning the camera using the mouse.</p>
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<p>Constantly moving and adjusting the camera in code can be tedious, especially when you are experimenting with
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ideas. p5.js has a special camera method, <a class="code">orbitControl()</a>, that can be used to zoom, pan,
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and position the camera using the mouse.</p>
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<ul>
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<li><a class="code" href="{{root}}/reference/#/p5/ortho">ortho(left, right, bottom, top, near, far)</a></li>

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