投影矩阵推导视锥体的6个面方程式
I've got a camera which is in targeted mode. This camera has a near clip plane distance of 1.0f
and far clip plane distance of 50000.0f
When I look at an object like this, the targeted object is culled, any ideas why?
m_Cam.ChangeTargetView(&D3DXVECTOR3(m_CharObject[5]->GetPos() + D3DXVECTOR3(0, 150, -50)), &m_CharObject[5]->GetPos()); #include "CCamera.h" CCamera::CCamera() { m_vPos = D3DXVECTOR3(0.0f,0.0f,0.0f); m_vVel = D3DXVECTOR3(0.0f,0.0f,0.0f); m_vLookAt = D3DXVECTOR3(0.0f,0.0f,0.0f); m_vLookAtVel = D3DXVECTOR3(0.0f,0.0f,0.0f); m_vUp = D3DXVECTOR3(0, 1, 0); m_vTarget = D3DXVECTOR3(0, 0, 0); D3DXMatrixIdentity(&m_matOrientation); m_bChangingView = false; m_fPosS = 0.0f; m_fLookAtS = 0.0f; m_fSpeed = 2.0f; // half a second it reaches destination m_bFreeCamMode = true; } void CCamera::Create(float fAspect, float fFar) { D3DXMatrixPerspectiveFovLH(&m_matProj, D3DX_PI/4, fAspect, 1.0f, fFar ); } void CCamera::Update(float dt, bool bUpdateFrustum) { FLOAT fTime; //dt = 0.01f; if( dt >= 0.0f ) fTime = dt; else fTime = 0.01f; float fSpeed = 3.0f * fTime; float fAngularSpeed = 0.1f * fTime;//1.0f*fTime; // Update the position vector D3DXVECTOR3 vT = m_vVel * fSpeed; D3DXVec3TransformNormal( &vT, &vT, &m_matOrientation ); m_vPos += vT; // Update the yaw-pitch-rotation vector m_vLookAt += fAngularSpeed * m_vLookAtVel; if(m_bChangingView) { m_fPosS += (m_fSpeed * dt); m_fLookAtS += (m_fSpeed * dt); D3DXVec3Lerp(&m_vPos, &m_vStartPos, &m_vEndPos, m_fPosS); D3DXVec3Lerp(&m_vLookAt, &m_vStartLookAt, &m_vEndLookAt, m_fLookAtS); if(m_fPosS > 1.0f && m_fLookAtS > 1.0f) m_bChangingView = false; } //m_vPos = m_vStartPos; //m_vLookAt = m_vStartLookAt; // Set the view matrix D3DXQUATERNION qR; if (m_bFreeCamMode) { D3DXQuaternionRotationYawPitchRoll(&qR, m_vLookAt.x, m_vLookAt.y, m_vLookAt.z); D3DXMatrixAffineTransformation(&m_matOrientation, 1.25f, NULL, &qR, &m_vPos); D3DXMatrixInverse(&m_matView, NULL, &m_matOrientation); } else { //D3DXQuaternionRotationYawPitchRoll(&qR, m_vLookAt.x, m_vLookAt.y, m_vLookAt.z); //D3DXMatrixAffineTransformation(&m_matOrientation, 1.25f, NULL, &qR, &m_vPos ); D3DXMatrixLookAtLH(&m_matView, &m_vPos, &m_vTarget, &m_vUp); } // Decelerate only the camera's position velocity (for smooth motion) m_vVel *= 0.0f; m_vLookAtVel *= 0.0f; // Deceleating the yaw/pitch/roll velocities works great for keyboard control, // but it gives me motion sickness when used with mouselook, so I commented it out // and replaced it with multiplication by zero, which disables the velocities. // Your mileage may vary. if(bUpdateFrustum) UpdateFrustum(); } void CCamera::UpdateFrustum() { D3DXMATRIX Matrix; D3DXMatrixMultiply(&Matrix, &m_matView, &m_matProj); // Calculate the planes m_FrustumPlanes[0].a = Matrix._14 + Matrix._13; // Near plane m_FrustumPlanes[0].b = Matrix._24 + Matrix._23; m_FrustumPlanes[0].c = Matrix._34 + Matrix._33; m_FrustumPlanes[0].d = Matrix._44 + Matrix._43; D3DXPlaneNormalize(&m_FrustumPlanes[0], &m_FrustumPlanes[0]); m_FrustumPlanes[1].a = Matrix._14 - Matrix._13; // Far plane m_FrustumPlanes[1].b = Matrix._24 - Matrix._23; m_FrustumPlanes[1].c = Matrix._34 - Matrix._33; m_FrustumPlanes[1].d = Matrix._44 - Matrix._43; D3DXPlaneNormalize(&m_FrustumPlanes[1], &m_FrustumPlanes[1]); m_FrustumPlanes[2].a = Matrix._14 + Matrix._11; // Left plane m_FrustumPlanes[2].b = Matrix._24 + Matrix._21; m_FrustumPlanes[2].c = Matrix._34 + Matrix._31; m_FrustumPlanes[2].d = Matrix._44 + Matrix._41; D3DXPlaneNormalize(&m_FrustumPlanes[2], &m_FrustumPlanes[2]); m_FrustumPlanes[3].a = Matrix._14 - Matrix._11; // Right plane m_FrustumPlanes[3].b = Matrix._24 - Matrix._21; m_FrustumPlanes[3].c = Matrix._34 - Matrix._31; m_FrustumPlanes[3].d = Matrix._44 - Matrix._41; D3DXPlaneNormalize(&m_FrustumPlanes[3], &m_FrustumPlanes[3]); m_FrustumPlanes[4].a = Matrix._14 - Matrix._12; // Top plane m_FrustumPlanes[4].b = Matrix._24 - Matrix._22; m_FrustumPlanes[4].c = Matrix._34 - Matrix._32; m_FrustumPlanes[4].d = Matrix._44 - Matrix._42; D3DXPlaneNormalize(&m_FrustumPlanes[4], &m_FrustumPlanes[4]); m_FrustumPlanes[5].a = Matrix._14 + Matrix._12; // Bottom plane m_FrustumPlanes[5].b = Matrix._24 + Matrix._22; m_FrustumPlanes[5].c = Matrix._34 + Matrix._32; m_FrustumPlanes[5].d = Matrix._44 + Matrix._42; D3DXPlaneNormalize(&m_FrustumPlanes[5], &m_FrustumPlanes[5]); } void CCamera::SetView(D3DXVECTOR3 *vPos, D3DXVECTOR3 *vAt) { m_vPos = *vPos; m_vLookAt = *vAt; m_bFreeCamMode = true; } void CCamera::SetTargetView(D3DXVECTOR3* vPos, D3DXVECTOR3* vTarget) { m_vPos = *vPos; m_vTarget = *vTarget; m_bFreeCamMode = false; } void CCamera::ChangeView(D3DXVECTOR3 *vPos, D3DXVECTOR3 *vAt) { m_bChangingView = true; m_vStartPos = m_vPos; m_vStartLookAt = m_vLookAt; m_vEndPos = *vPos; m_vEndLookAt = *vAt; m_fPosS = 0.0f; m_fLookAtS = 0.0f; m_bFreeCamMode = true; } void CCamera::ChangeTargetView(D3DXVECTOR3* vPos, D3DXVECTOR3* vTarget) { m_bChangingView = true; m_vStartPos = m_vPos; m_vStartLookAt = m_vLookAt; m_vEndPos = *vPos; m_vTarget = *vTarget; m_fPosS = 0.0f; m_fLookAtS = 0.0f; m_bFreeCamMode = false; } bool CCamera::CheckSphere(D3DXVECTOR3 *vCenter, float *fRadius) { int i; for(i = 0; i < 6; i++) if(D3DXPlaneDotCoord(&m_FrustumPlanes[i], &D3DXVECTOR3(vCenter->x, vCenter->y, vCenter->z)) < -*fRadius) return false; return true; }
posted on 2019-05-17 17:16 guanxi0808 阅读(608) 评论(0) 编辑 收藏 举报