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math - Frustum Culling,实现

转载 作者:行者123 更新时间:2023-12-01 01:15:04 25 4
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我目前正在尝试为我的世界实现平截头体剔除(再次)。我的世界由大小为 16x256x16 (x, y, z) 的块组成:

Frustum frustum = Frustum(engine.proj * engine.view);

foreach(chunkc, chunk; chunks) {
vec3i w_chunkc = vec3i(chunkc.x*16, chunkc.y*256, chunkc.z*16);

AABB aabb = AABB(vec3(w_chunkc), vec3(w_chunkc.x+16, w_chunkc.y+256, w_chunkc.z+16));
if(aabb in frustum) {
bind(engine, chunk);

glDrawArrays(GL_TRIANGLES, 0, cast(uint)chunk.vbo_vcount);
}
}
chunkc保存整个 chunk 的坐标例如 [0, 0, -2] .因此,为了获得块边界框,我必须将这些坐标乘以每个块的大小以获得 AABB 的最小位置,并将大小添加到每个组件以获得最大值。 AABB 的位置。然后我对照视锥体检查这个 AABB。

视锥体实现:
struct Frustum {
enum {
LEFT, /// Used to access the planes array.
RIGHT, /// ditto
BOTTOM, /// ditto
TOP, /// ditto
NEAR, /// ditto
FAR /// ditto
}

Plane[6] planes; /// Holds all 6 planes of the frustum.

@safe pure nothrow:

@property ref Plane left() { return planes[LEFT]; }
@property ref Plane right() { return planes[RIGHT]; }
@property ref Plane bottom() { return planes[BOTTOM]; }
@property ref Plane top() { return planes[TOP]; }
@property ref Plane near() { return planes[NEAR]; }
@property ref Plane far() { return planes[FAR]; }

/// Constructs the frustum from a model-view-projection matrix.
/// Params:
/// mvp = a model-view-projection matrix
this(mat4 mvp) {
planes = [
// left
Plane(mvp[0][3] + mvp[0][0], // note: matrices are row-major
mvp[1][3] + mvp[1][0],
mvp[2][3] + mvp[2][0],
mvp[3][3] + mvp[3][0]),

// right
Plane(mvp[0][3] - mvp[0][0],
mvp[1][3] - mvp[1][0],
mvp[2][3] - mvp[2][0],
mvp[3][3] - mvp[3][0]),

// bottom
Plane(mvp[0][3] + mvp[0][1],
mvp[1][3] + mvp[1][1],
mvp[2][3] + mvp[2][1],
mvp[3][3] + mvp[3][1]),
// top
Plane(mvp[0][3] - mvp[0][1],
mvp[1][3] - mvp[1][1],
mvp[2][3] - mvp[2][1],
mvp[3][3] - mvp[3][1]),
// near
Plane(mvp[0][3] + mvp[0][2],
mvp[1][3] + mvp[1][2],
mvp[2][3] + mvp[2][2],
mvp[3][3] + mvp[3][2]),
// far
Plane(mvp[0][3] - mvp[0][2],
mvp[1][3] - mvp[1][2],
mvp[2][3] - mvp[2][2],
mvp[3][3] - mvp[3][2])
];

normalize();
}

/// Constructs the frustum from 6 planes.
/// Params:
/// planes = the 6 frustum planes in the order: left, right, bottom, top, near, far.
this(Plane[6] planes) {
this.planes = planes;
normalize();
}

private void normalize() {
foreach(ref e; planes) {
e.normalize();
}
}

/// Checks if the $(I aabb) intersects with the frustum.
/// Returns OUTSIDE (= 0), INSIDE (= 1) or INTERSECT (= 2).
int intersects(AABB aabb) {
vec3 hextent = aabb.half_extent;
vec3 center = aabb.center;

int result = INSIDE;
foreach(plane; planes) {
float d = dot(center, plane.normal);
float r = dot(hextent, abs(plane.normal));

if(d + r < -plane.d) {
// outside
return OUTSIDE;
}
if(d - r < -plane.d) {
result = INTERSECT;
}
}

return result;
}

/// Returns true if the $(I aabb) intersects with the frustum or is inside it.
bool opBinaryRight(string s : "in")(AABB aabb) {
return intersects(aabb) > 0;
}
}

和 AABB 实现:
struct AABBT(type) {
alias type at; /// Holds the internal type of the AABB.
alias Vector!(at, 3) vec3; /// Convenience alias to the corresponding vector type.

vec3 min = vec3(0.0f, 0.0f, 0.0f); /// The minimum of the AABB (e.g. vec3(0, 0, 0)).
vec3 max = vec3(0.0f, 0.0f, 0.0f); /// The maximum of the AABB (e.g. vec3(1, 1, 1)).

@safe pure nothrow:

/// Constructs the AABB.
/// Params:
/// min = minimum of the AABB
/// max = maximum of the AABB
this(vec3 min, vec3 max) {
this.min = min;
this.max = max;
}

/// Constructs the AABB around N points (all points will be part of the AABB).
static AABBT from_points(vec3[] points) {
AABBT res;

foreach(v; points) {
res.expand(v);
}

return res;
}

/// Expands the AABB by another AABB.
void expand(AABBT b) {
if (min.x > b.min.x) min.x = b.min.x;
if (min.y > b.min.y) min.y = b.min.y;
if (min.z > b.min.z) min.z = b.min.z;
if (max.x < b.max.x) max.x = b.max.x;
if (max.y < b.max.y) max.y = b.max.y;
if (max.z < b.max.z) max.z = b.max.z;
}

/// Expands the AABB, so that $(I v) is part of the AABB.
void expand(vec3 v) {
if (v.x > max.x) max.x = v.x;
if (v.y > max.y) max.y = v.y;
if (v.z > max.z) max.z = v.z;
if (v.x < min.x) min.x = v.x;
if (v.y < min.y) min.y = v.y;
if (v.z < min.z) min.z = v.z;
}


/// Returns true if the AABBs intersect.
/// This also returns true if one AABB lies inside another.
bool intersects(AABBT box) const {
return (min.x < box.max.x && max.x > box.min.x) &&
(min.y < box.max.y && max.y > box.min.y) &&
(min.z < box.max.z && max.z > box.min.z);
}

/// Returns the extent of the AABB (also sometimes called size).
@property vec3 extent() const {
return max - min;
}

/// Returns the half extent.
@property vec3 half_extent() const {
return 0.5 * (max - min);
}

/// Returns the area of the AABB.
@property at area() const {
vec3 e = extent;
return 2.0 * (e.x * e.y + e.x * e.z + e.y * e.z);
}

/// Returns the center of the AABB.
@property vec3 center() const {
return 0.5 * (max + min);
}

/// Returns all vertices of the AABB, basically one vec3 per corner.
@property vec3[] vertices() const {
return [
vec3(min.x, min.y, min.z),
vec3(min.x, min.y, max.z),
vec3(min.x, max.y, min.z),
vec3(min.x, max.y, max.z),
vec3(max.x, min.y, min.z),
vec3(max.x, min.y, max.z),
vec3(max.x, max.y, min.z),
vec3(max.x, max.y, max.z),
];
}

bool opEquals(AABBT other) const {
return other.min == min && other.max == max;
}
}

alias AABBT!(float) AABB;

到目前为止,理论上,不幸的是我得到了完全错误的结果,在某些方向( z-x+ )整个世界都消失了,而在所有其他方向上没有任何东西被剔除。

我希望你们中的任何人都知道为什么这不起作用。

编辑(检查 AABB 和 Frustum 的不同方法):
bool intersects2(AABB aabb) {
foreach(plane; planes) {
if(plane.a * aabb.min.x + plane.b * aabb.min.y + plane.c * aabb.min.z + plane.d > 0 )
continue;
if(plane.a * aabb.max.x + plane.b * aabb.min.y + plane.c * aabb.min.z + plane.d > 0 )
continue;
if(plane.a * aabb.min.x + plane.b * aabb.max.y + plane.c * aabb.min.z + plane.d > 0 )
continue;
if(plane.a * aabb.max.x + plane.b * aabb.max.y + plane.c * aabb.min.z + plane.d > 0 )
continue;
if(plane.a * aabb.min.x + plane.b * aabb.min.y + plane.c * aabb.max.z + plane.d > 0 )
continue;
if(plane.a * aabb.max.x + plane.b * aabb.min.y + plane.c * aabb.max.z + plane.d > 0 )
continue;
if(plane.a * aabb.min.x + plane.b * aabb.max.y + plane.c * aabb.max.z + plane.d > 0 )
continue;
if(plane.a * aabb.max.x + plane.b * aabb.max.y + plane.c * aabb.max.z + plane.d > 0 )
continue;
return false;
}
return true;
}

编辑 2(示例输入):

这是一个MVP:
[[1.18424,0,0.31849,-331.577],
[0.111198,1.51016,-0.413468,-88.5585],
[0.251117,-0.274135,-0.933724,214.897],
[0.249864,-0.272768,-0.929067,215.82]]

还有一个可能失败的 AABB: min: (14*16, 0, 13*16)
max: (14*16+16, 256, 13*16+16)

最佳答案

好吧,我现在有了答案……真是愚蠢的事情,我没想到。

我做了“彼得亚历山大”的建议并试图调试一切......我最终发现平截头体平面完全错误(左右平面法线指向同一方向)所以我弄乱了我的代码和其他示例代码并发现,矩阵没有转置(我将其存储为 row-major,opengl 存储为 column.major),所以很简单:mvp.transpose()在 Frustum-Ctor 中修复了我的 Frustum。

谢谢你的帮助。

关于math - Frustum Culling,实现,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/12538361/

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