Exporting from pandasoft and 3ds max

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15 comments, last by lucky6969b 11 years, 1 month ago

It might do that but it is still a bug that can possibly hurt you later. Just return matrix by value, there is no need for super-sonic-optimized functions at this time, to be 100% sure that everything is by the book.

How do you build your view & proj matrices? Is it left handed? Did you thick "Left handed axis" at export from MAX?

I just took a better look at your picture from project window, and i don't see where did you combine object world matrix with view & proj.

Its name is "xWorldViewProj" but i can see only view * proj?

Can you show what ViewMatrix and ProjMatrix functions looks like?

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Let's summarize what I have done

First, I didn't export the meshes to left-handed system and now I didn't flip the axis

But I converted my Cameras as follows

            //// Start exporting View and projection matrices
                                    Interface *ip2 = GetCOREInterface();
                                    ViewExp * pView = ip2->GetActiveViewport();  //  Get the viewport in question
                                    GraphicsWindow *gw = pView->getGW();  //  Get the GraphicsWindow context

        
                                    

                                    
                                    

                
                                
                        
                                    
                                    

                                    gw->getCameraMatrix( mat, &invTM, &persp, &hither, &yon); // getting these values to work with ... see above for their types

                                    float oneOverDepth = 1.0f / (yon - hither);

            

                                        // Set the Direct3D Camera View Position and Camera Projection Transforms.
                                        //
                                        // The first matrix is the full projection transformation matrix that
                                        // converts World Coordinates into NPC.  This means that the matrix is the
                                        // product of the Camera View Position transformation matrix and the Camera
                                        // Projection matrix.  The second matrix is the inverse of the Camera View
                                        // Position transformation matrix so if we multiply this second matrix by
                                        // the first, we get the Camera Projection matrix.  If we take the inverse
                                        // of the second matrix, we get the Camera View Position matrix.
                                        //
                                        // The Camera View Position transformation converts World coordinates into
                                        // Camera View Position coordinates where the camera is located at the
                                        // origin.  We have been given the inverse of the Camera View Position
                                        // matrix so the first step is to take the inverse of this transform to
                                        // obtain the Camera View Position matrix.

                                        // General conversion from 3ds max coords to Direct3D coords:
                                        //
                                        // 3ds max:  (Up, Front, Right) == (+Z, +Y, +X)
                                        //
                                        // Direct3D: (Up, Front, Right) == (+Y, +Z, +X)
                                        //
                                        // Conversion from 3ds max to Direct3D coords:
                                        //
                                        // 3ds max * conversion matrix = Direct3D
                                        //
                                        // [ x y z w ] * | +1  0  0  0 | = [ X Y Z W ]
                                        //               |  0  0 +1  0 |
                                        //               |  0 +1  0  0 |
                                        //               |  0  0  0 +1 |
                                        //
                                        // The View transform below accomplishes this.  The standard View transform
                                        // received makes the rotation about the X axis because the assumption was
                                        // to transform to RH coords with the XY plane being the vertical plane
                                        // instead of the XZ plane.  The negation of the the Z column does the RH
                                        // to LH flip.  Thus, the View transform makes the transition from RH 3ds
                                        // max coords to LH Direct3D coords.


                                    // View Matrix in 3ds max, inverse's inverse to become original [Jacky Luk]
                                    Matrix3 camTM = Inverse(invTM);

        

                                        // We now have an affine matrix (4x3) with no perspective column (it is
                                        // understood to be (0, 0, 0, 1)).  We add the fourth column and flip the
                                        // Z-axis because Direct3D uses a left-handed coordinate system and MAX
                                        // uses a right-handed coordinate system.

                                        // Copy the affine view matrix data


                                int ki, kj;
                                MRow *pcvm = camTM.GetAddr();
                                for (ki = 0; ki < 4; ki++) {
                                    for (kj = 0; kj < 3; kj++) {
                                        d3dViewXform.m[ki][kj] = pcvm[ki][kj];
                                    }
                                }

                                    // Assign the fourth column (perspective terms)

                                d3dViewXform.m[0][3] = d3dViewXform.m[1][3] = d3dViewXform.m[2][3] = 0.0f;
                                d3dViewXform.m[3][3] = 1.0f;

        
                                    // Scale the Z-axis (third column) by -1 to flip to left-handed Direct3D
                                    // coordinate system

                                for (ki = 0; ki < 4; ki++) {
                                    d3dViewXform.m[ki][2] *= -1.0f;
                                }


        
                                        // Calculate the Direct3D Camera Projection transformation matrix.
                                        //
                                        // First, multiply the MAX full projection matrix by the inverse of the MAX
                                        // Camera View Position matrix to obtain the MAX Camera Projection matrix.
                                        //
                                        // This gives us a correct Direct3D Camera Projection matrix except for the
                                        // lower right quadrant.
                                        //

                                    MRow *pa = invTM.GetAddr();
                                    for (ki = 0; ki < 4; ki++) {
                                        float val = (float)(ki==3);
                                        for (kj = 0; kj < 4; kj++) {
                                            d3dProjXform.m[ki][kj] = pa[ki][0] * mat[0][kj] +
                                                pa[ki][1] * mat[1][kj] +
                                                pa[ki][2] * mat[2][kj] +
                                                val         * mat[3][kj];
                                        }
                                    }

        
                                        // Now calculate the lower right quadrant of the Camera Projection matrix
                                        // using the facts that MAX uses an NPC Z-axis range of +1 to -1 whereas
                                        // Direct3D uses an NPC Z-axis range of zero to +1.
                                        //
                                        // For ease of reference, the general forms of the Direct3D Projection
                                        // matrix for perspective and orthographic projections are given below.
                                        //
                                        // Please note that the matrices are specified in row-major order.  This
                                        // means that the translate terms are located in the fourth row and the
                                        // projection terms in the fourth column.  This is consistent with the way
                                        // MAX, Direct3D, and OpenGL all handle matrices.  Even though the OpenGL
                                        // documentation is in column-major form, the OpenGL code is designed to
                                        // handle matrix operations in row-major form.
        
                                    if (persp) {

        
                                        // Perspective projection.  The general form of the Direct3D Camera
                                        // Projection matrix is:
                                        //
                                        // |    2n/(r-l)       0            0            0       |
                                        // |      0          2n/(t-b)       0            0       |
                                        // | (r+l)/(r-l)  (t+b)/(t-b)      f/(f-n)       1       |
                                        // |      0            0         -fn/(f-n)       0       |
                                        //
                                        // Construct the lower right four terms correctly for Direct3D.
                                        //

                                        d3dProjXform.m[2][2] = yon*oneOverDepth;
                                        d3dProjXform.m[2][3] = 1.0f;
                                        d3dProjXform.m[3][2] = -(yon*hither*oneOverDepth);
                                        d3dProjXform.m[3][3] = 0.0f;
        
                                    } else {

        
                                        // Orthographic projection.  The general form of the Direct3D Camera
                                        // Projection matrix is:
                                        //
                                        // |     2/(r-l)       0            0            0       |
                                        // |      0           2/(t-b)       0            0       |
                                        // |      0            0           1/(f-n)       0       |
                                        // | (r+l)/(r-l)  (t+b)/(t-b)     -n/(f-n)       1       |
                                        //
                                        // Construct the lower right four terms correctly for Direct3D.
                                        //

                                        d3dProjXform.m[2][2] = oneOverDepth;
                                        d3dProjXform.m[2][3] = 0.0f;
                                        d3dProjXform.m[3][2] = -(hither*oneOverDepth);
                                        d3dProjXform.m[3][3] = 1.0f;
                                    }


                                    D3DXMATRIX invView;
                                    D3DXMatrixInverse(&invView, NULL, &d3dViewXform);

                                    D3DXVECTOR3 v;
                                    D3DXQUATERNION q;
                                    D3DXVECTOR3 s;

                                    D3DXMatrixDecompose(&s, &q, &v, &invView);
                                    //D3DXVECTOR3 v(d3dViewXform.m[3][0], d3dViewXform.m[3][1], d3dViewXform.m[3][2]);
                                    DOMElement *elem1 = doc->createElement(L"Eye-Pos");


                                    this->SetXYZ(e1, elem1, v);
                        
                        

                                    DOMElement *elem2 = doc->createElement(L"ViewTransformation");
                                    this->SetMatrix(e1, elem2, d3dViewXform);
                                    DOMElement *elem3 = doc->createElement(L"ProjectionTransformation");
                                    this->SetMatrix(e1, elem3, d3dProjXform);

Next, I set the Warehouse to 0,0,0 and no rotation at all

and then I set the counter balance to 0,10,0 and no rotation at all, and it sits on the ground level

What steps was I doing wrong so that it made the y and z axis pointing in the wrong directions?

Thanks

Jack


Whoops, you can ignore the name, it should be mViewProj

The projection matrix is a little bit scary. The view matrix is normal

Anyone shed some lights on this?

Thanks in advance

Jack

It has been confirmed that the camera conversion process is errant.

The exporter exports the warehouse and the counter balance correctly.

With left-handed coordinate system, and the counter balance is currently located at D3DXVECTOR3(0,60,0);

which seems to be correct.

Please look at the previous post for why my cameras are inverted (upside-down)

Thanks

Jack

The camera pos has been converted from e.g. -80,-300,10 to m41 [80] ,m42 [-10] , m43[300], which seems to be correct, the matrix should be the opposite direction of the eye pos, but the application results in a camera looking down from the top

It seems to be a must to flip certain axis in max. But if I do invert the whole scene, the cameras are to be inverted as well. puzzled?!

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