Head Tracking projection matrix

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0 comments, last by Brother Bob 14 years, 3 months ago
Hi, I have been mucking around re-writing Jonny Lee's wiimote vr desktop in c++. Could somebody please explain why, when you move your head CLOSER to the screen, the back wall appears FURTHER away?! Here is the code I am using to Render a single frame. headDist, headX, and headY are values for the head being tracked. They are respectivelt the distance of head from screen, head x position and headY position. //------------------------------------------------- void RenderFrame() { float screenAspect = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT; // clear the window d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->BeginScene(); // begins the 3D scene // select which vertex format we are using d3ddev->SetFVF(CUSTOMFVF); // select the vertex buffer to display d3ddev->SetStreamSource(0, vertexBuffer, 0, sizeof(CUSTOMVERTEX)); RenderWorldTransform(screenAspect); if(world._wiimoteConnected) { RenderViewTransform(world.GetHeadX(), world.GetHeadY(), world.GetHeadDist()); RenderProjTransform(world.GetHeadX(), world.GetHeadY(), world.GetHeadDist(), screenAspect); } else { RenderViewTransform(0, 0, 90.0); RenderProjTransform(0, 0, 90.0, screenAspect); } d3ddev->EndScene(); // ends the 3D scene d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame on the screen return; } void RenderWorldTransform(float screenAspect) { int NumberOfLines; float boxdepth; D3DXMATRIX matTranslate1; D3DXMATRIX matTranslate2; D3DXMATRIX matTranslate3; D3DXMATRIX matTranslate4; D3DXMATRIX matTranslate5; D3DXMATRIX matTranslate6; D3DXMATRIX matTranslate7; D3DXMATRIX matScale1; D3DXMATRIX matScale2; D3DXMATRIX matScale3; D3DXMATRIX matScale4; D3DXMATRIX matRot1; D3DXMATRIX matRot2; D3DXMATRIX flipY; boxdepth = 15; NumberOfLines = 18; D3DXMatrixTranslation(&matTranslate1, -0.5f, -0.5f, -1*boxdepth/2); D3DXMatrixTranslation(&matTranslate2, -0.5f, -0.5f, 0); D3DXMatrixTranslation(&matTranslate3, 0.5f * screenAspect, 0, -.5f*boxdepth/2); D3DXMatrixTranslation(&matTranslate4, -1.0f * screenAspect, 0, 0); D3DXMatrixTranslation(&matTranslate5, 0, 0.5f, -0.5f*boxdepth/2); D3DXMatrixTranslation(&matTranslate6, 0, -1.0f, 0); D3DXMatrixTranslation(&matTranslate7, -0.5f, -0.25f, 3.0f); D3DXMatrixScaling(&matScale1, screenAspect, 1.0f, 1.0f); D3DXMatrixScaling(&matScale2, 1 * boxdepth / 2, 1.0f, 1.0f); D3DXMatrixScaling(&matScale3,screenAspect , 1 * boxdepth / 2, 1.0f); D3DXMatrixScaling(&matScale4, screenAspect/2, screenAspect/2, 1.0f); D3DXMatrixRotationY(&matRot1, D3DXToRadian(90)); D3DXMatrixRotationX(&matRot2, D3DXToRadian(90)); D3DXMatrixRotationY(&flipY, D3DXToRadian(180)); //draw back wall d3ddev->SetTransform(D3DTS_WORLD, &(matTranslate1 * matScale1) ); d3ddev->DrawPrimitive(D3DPT_LINELIST,0,NumberOfLines); //draw left wall d3ddev->SetTransform(D3DTS_WORLD, &(matTranslate2 * matScale2 * matRot1 * matTranslate3) ); d3ddev->DrawPrimitive(D3DPT_LINELIST, 0, NumberOfLines); //draw right wall d3ddev->SetTransform(D3DTS_WORLD, &(matTranslate2 * matScale2 * matRot1 * matTranslate3 * matTranslate4) ); d3ddev->DrawPrimitive(D3DPT_LINELIST, 0, NumberOfLines); //draw top wall d3ddev->SetTransform(D3DTS_WORLD, &(matTranslate2 * matScale3 * matRot2 * matTranslate5) ); d3ddev->DrawPrimitive(D3DPT_LINELIST, 0, NumberOfLines); //draw bottom wall d3ddev->SetTransform(D3DTS_WORLD, &(matTranslate2 * matScale3 * matRot2 * matTranslate5 * matTranslate6) ); d3ddev->DrawPrimitive(D3DPT_LINELIST, 0, NumberOfLines); } void RenderProjTransform(float headX, float headY, float headDist, float screenAspect) { D3DXMATRIX matProjection; float nearPlane = .05f; D3DXMatrixPerspectiveOffCenterLH(&matProjection, nearPlane*((-.5f * screenAspect) + headX)/headDist,//Minimum x-value of the view volume. nearPlane*((.5f * screenAspect) + headX)/headDist, //Maximum x-value of the view volume. nearPlane*(-.5f - headY)/headDist, //Minimum y-value of the view volume. nearPlane*(.5f - headY)/headDist, //Maximum y-value of the view volume. nearPlane, //Minimum z-value of the view volume. 100); //Maximum z-value of the view volume. d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); } void RenderViewTransform(float headX, float headY, float headDist) { D3DXMATRIX matView; // the view transform matrix D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3 (headX, headY, headDist), // the camera position &D3DXVECTOR3 (headX, headY, 0.0f), // the look-at position &D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView } //--------------------------------------------------
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