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HolyFish

Problem with calculating the coordinates of the 8 vertices that define a view-frustum

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Hi, A question about View-Frustums. "Not again !" I hear you all think, but this is something else I think, because I can't find anything about it using the "search" function on this forum ! I have implemented a working quad-tree and View-Frustum class but now i'd like to "draw" the box that defines my frustum so I can use this to do some debugging. I keep failing at this though. The frustum is, as you all know, defined by 6 planes, so I thought about defining the 8 intersection points between de planes (for example the intersection of front/left/top planes) and connecting those points with lines, so I get the frustum box. I found some techniques about intersecting planes, but it gives me some strange values. Here is my code :
D3DVERTEX CFrustrum::GetPlaneIntersection(float Frustrum[6][4], int side1, int side2, int side3)
{
	D3DXMATRIX tempMatrix;
	D3DXMATRIX inverse;
	D3DVERTEX intersection;

//Here I make a 4x4 matrix containing the a,b,c,d coëfficients that define the 3 intersecting planes :

	tempMatrix._11 = Frustrum[side1][A];
	tempMatrix._12 = Frustrum[side1][B];
	tempMatrix._13 = Frustrum[side1][C];
	tempMatrix._14 = Frustrum[side1][D];

	tempMatrix._21 = Frustrum[side2][A];
	tempMatrix._22 = Frustrum[side2][B];
	tempMatrix._23 = Frustrum[side2][C];
	tempMatrix._24 = Frustrum[side2][D];

	tempMatrix._31 = Frustrum[side3][A];
	tempMatrix._32 = Frustrum[side3][B];
	tempMatrix._33 = Frustrum[side3][C];
	tempMatrix._34 = Frustrum[side3][D];

	tempMatrix._41 = 0;
	tempMatrix._42 = 0;
	tempMatrix._43 = 0;
	tempMatrix._44 = 1;

//Inverse the matrix (the values in the last column should be the coordinates of the intersection point, right ?)

	D3DXMatrixInverse(&inverse, NULL, &tempMatrix);

	intersection.fX = inverse._14;
	intersection.fY = inverse._24;
	intersection.fZ = inverse._34;

	return intersection;

}
These are the values I get for the intersection point of the back/top/right planes with the camera in the origin : (10737476.0, 10737476.0, 10737476.0) this CAN'T be true What am I doing wrong here ? I believe my frustrum is defined correct, so the problems are situated in the calculation of the intersection point... Thanks in advance! [edited by - HolyFish on March 5, 2004 12:13:27 PM]

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After projection all valid vertices lie between -1 < x < 1, -1 < y < 1, and 0 < z < 1.

Take the 8 combinations of points (-1,-1,0), (-1,-1,1), (-1,1,0), etc...

Take your view*proj matrix. Inverse it. Run the 8 points through your new inverse matrix. Voila, you should now have the points you wanted... I think.

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Thanks for your reply ! But why are all the coordinates between -1 and 1 or 0 and 1 ? I've tried your technique but now I get (really) small values. With "run your points through your inverse matrix" you mean multiply each vertex with the inverse matrix, right ?

I've made a quick sketch of what I mean :
http://users.skynet.be/bk324186/frustum.JPG (how do I make this clicky btw ?)

The black lines define my frustum, the orange dot is the view position and the orange vector is the view direction.
I want to calculate the real world (important!) coordinates of the red vertices.
I want to use these coordinates to draw my frustum in my 3D world at a certain point to do some debugging and to check if my quadtree succesfully culls the right triangles..

thanks a lot in advance.


[edited by - HolyFish on March 6, 2004 9:09:48 AM]

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Ok, I found it

Here is my code for those who are interested :

void CFrustrum::CalculateFrustum()
{
D3DXMATRIX mInverse, mView, mProjection, mMat;

m_pD3DDevice->GetTransform(D3DTS_PROJECTION, &mProjection);
m_pD3DDevice->GetTransform(D3DTS_VIEW, &mView);

D3DXMatrixMultiply(&mMat, &mView, &mProjection);
D3DXMatrixInverse(&mInverse, NULL, &mMat);

m_FrustumVectors[0] = D3DXVECTOR3(-1.0f, -1.0f, 0.0f);
m_FrustumVectors[1] = D3DXVECTOR3( 1.0f, -1.0f, 0.0f);
m_FrustumVectors[2] = D3DXVECTOR3(-1.0f, 1.0f, 0.0f);
m_FrustumVectors[3] = D3DXVECTOR3( 1.0f, 1.0f, 0.0f);
m_FrustumVectors[4] = D3DXVECTOR3(-1.0f, -1.0f, 1.0f);
m_FrustumVectors[5] = D3DXVECTOR3( 1.0f, -1.0f, 1.0f);
m_FrustumVectors[6] = D3DXVECTOR3(-1.0f, 1.0f, 1.0f);
m_FrustumVectors[7] = D3DXVECTOR3( 1.0f, 1.0f, 1.0f);

for(unsigned int i = 0; i < 8; i++ )
D3DXVec3TransformCoord( &m_FrustumVectors[i], &m_FrustumVectors[i], &mInverse);


D3DXPlaneFromPoints(&m_FrustumPlanes[0], &m_FrustumVectors[0],
&m_FrustumVectors[1], &m_FrustumVectors[2] ); // Near

D3DXPlaneFromPoints( &m_FrustumPlanes[1], &m_FrustumVectors[6],
&m_FrustumVectors[7], &m_FrustumVectors[5] ); // Far

D3DXPlaneFromPoints( &m_FrustumPlanes[2], &m_FrustumVectors[2],
&m_FrustumVectors[6], &m_FrustumVectors[4] ); // Left

D3DXPlaneFromPoints( &m_FrustumPlanes[3], &m_FrustumVectors[7],
&m_FrustumVectors[3], &m_FrustumVectors[5] ); // Right

D3DXPlaneFromPoints( &m_FrustumPlanes[4], &m_FrustumVectors[2],
&m_FrustumVectors[3], &m_FrustumVectors[6] ); // Top

D3DXPlaneFromPoints( &m_FrustumPlanes[5], &m_FrustumVectors[1],
&m_FrustumVectors[0], &m_FrustumVectors[4] ); // Bottom

}


Thanks for the help!

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