下面,我将发布我的截体剔除代码,用于剔除边界球体。我的算法应该是相当简单和容易理解的: update方法(称为每次帧更新)通过计算圆锥体平面的角点和相应的法线来更新圆锥体平面。法线应全部指向圆锥体的中心。
在inFrustum方法中,计算到各个平面的符号距离,我的想法是,如果一个点到左边和右边的平面都有一个正距离,它必须位于这两个平面之间。使用左-右、上-下和近-远应该确定该点是否可见。只要我旋转的角度不超过180°,位于锥体中的点就看不见了,这就行了。cam->up和cam->dir是相机的上方向向量,相机的视图光线的向量,near、far和fov_degree是相应的投影变量。你知道为什么它不能正常工作吗?这个问题似乎也与凸轮的位置相对应。
class plane{
private:
float a, b, c, d;
public:
void set(glm::vec3 p0, glm::vec3 p1, glm::vec3 p2){
using namespace glm;
vec3 v = p1-p0;
vec3 u = p2-p0;
vec3 n = normalize(cross(v, u));
a = n.x;
b = n.y;
c = n.z;
d = dot(-n, p0);
}
void set(glm::vec3 p, glm::vec3 n){
a = n.x;
b = n.y;
c = n.z;
d = p.x*n.x + p.y*n.y + p.z*n.z;
}
float distanceTo(glm::vec3 p) const{
return a*p.x + b*p.y + c*p.z + d;
}
};
class frustumCulling{
private:
plane front, back, left, right, top, bottom;
public:
frustumCulling(Camera& cam){
update(cam);
}
void update(Camera& cam){
using namespace glm;
vec3 ndir = normalize(cam->dir);
vec3 nup = normalize(cam->up);
vec3 nright = normalize(cross(cam->dir, cam->up));
//aligned planes
vec3 onn = cam->pos + ndir*cam->near;
vec3 onf = cam->pos + ndir*cam->far;
front.set(onn, ndir);
back.set(onf, -ndir);
//far and near dimensions
vec2 fardim = vec2(0.0f, cam->far*tan(radians(cam->fov_degree/2.0f)));
fardim.x= fardim.y*cam->aspect_ratio();
vec2 neardim = vec2(0.0f, cam->near*tan(radians(cam->fov_degree/2.0f)));
neardim.x = neardim.y*cam->aspect_ratio();
//view frustum corners //l = left, r = right, u = up, b=bottom, n= near, f = far
vec3 n_lu = onn + nup*neardim.y*0.5f - nright*neardim.x*0.5f;
vec3 n_ru = onn + nup*neardim.y*0.5f + nright*neardim.x*0.5f;
vec3 n_rb = onn - nup*neardim.y*0.5f + nright*neardim.x*0.5f;
vec3 n_lb = onn - nup*neardim.y*0.5f - nright*neardim.x*0.5f;
vec3 f_lu = onf + nup*fardim.y*0.5f - nright*fardim.x*0.5f;
vec3 f_ru = onf + nup*fardim.y*0.5f + nright*fardim.x*0.5f;
vec3 f_rb = onf - nup*fardim.y*0.5f + nright*fardim.x*0.5f;
vec3 f_lb = onf - nup*fardim.y*0.5f - nright*fardim.x*0.5f;
//non aligned planes
vec3 leftn = normalize(cross(n_lb-n_lu, f_lu-n_lu));
left.set(n_lu, leftn);
vec3 rightn = normalize(cross(n_ru-n_rb, f_rb-n_rb));
right.set(n_ru, rightn);
vec3 topn = normalize(cross(n_lu - n_ru, f_ru - n_ru));
top.set(n_ru, topn);
vec3 botn = normalize(cross(f_rb - n_rb, n_lb - n_rb));
bottom.set(n_rb, topn);
}
bool inFrustum(glm::vec3 p, float radius){
float dt = top.distanceTo(p);
float db = bottom.distanceTo(p);
float dl = left.distanceTo(p);
float dr = right.distanceTo(p);
float df = front.distanceTo(p);
float dn = back.distanceTo(p);
bool ix, iy, iz;
ix = (dl > 0 && dr > 0) || glm::abs(dl) <= radius || glm::abs(dr) <= radius;
iy = (dt > 0 && db > 0) || glm::abs(dt) <= radius || glm::abs(db) <= radius;
iz = (df > 0 && dn > 0) || glm::abs(df) <= radius || glm::abs(dn) <= radius;
//just for debugging; should be ix&&iy&&iz
return ix;
}
};发布于 2020-12-09 20:32:01
我解决了问题是set中的d = p.x*n.x + p.y*n.y + p.z*n.z;,它应该是dot(-n, p),而不是我做的dot(n,p)
https://stackoverflow.com/questions/65208526
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