Yep: There you go(GetPlanesFromMatrix in particular). At least the near plane looks different.
Thats really odd, that was the matrix I've been using to being with.
m_frustums[0].Set(m.m13, m.m23, m.m33, m.m43); // near
m_frustums[1].Set(m.m14 - m.m13, m.m24 - m.m23, m.m34 - m.m33, m.m44 - m.m43); // far
m_frustums[2].Set(m.m14 + m.m11, m.m24 + m.m21, m.m34 + m.m31, m.m44 + m.m41); // left
m_frustums[3].Set(m.m14 - m.m11, m.m24 - m.m21, m.m34 - m.m31, m.m44 - m.m41); // right
m_frustums[4].Set(m.m14 + m.m12, m.m24 + m.m22, m.m34 + m.m32, m.m44 + m.m42); // bottom
m_frustums[5].Set(m.m14 - m.m12, m.m24 - m.m22, m.m34 - m.m32, m.m44 - m.m42); // top
for(unsigned int i = 0; i < 6; i++)
{
m_frustums[i].Normalize();
}
I thought, since this one didn't work, that there must be some other method available that is working. But now I've searched high and low, and almost all DX-articles feature exactly this set of planes... yet, it still isn't working for me. As is, its kind of like things are reversed in a strange way: If I'm at the origin, nothing shows up at all. If I move backwarsd, things start to pop up in front of my face. If I turn the camera upwards the y-axis, objects slowly disappear from beyond, and vice versa. I'm really getting desperate about this, I spent almost the whole day trying to figure it out. Any more ideas, or some sample applications that have a working application and show the process from begin to end?
Well, just to make sure there is nothing that can be messed up here, there is the rest of the relevant code: I'll assume my matrices are OK since everything draws just fine... start with the plane:
void Plane::Set(float a, float b, float c, float d)
{
m_vNormal.x = a;
m_vNormal.y = b;
m_vNormal.z = c;
m_d = d;
m_vNormal.Normalize();
}
float Plane::Dot(const Vector3& v) const
{
return m_vNormal.x * v.x + m_vNormal.y * v.y + m_vNormal.z * v.z + m_d;
}
void Plane::Normalize(void)
{
float norm = m_vNormal.length();
if(norm)
{
m_vNormal /= norm;
m_d /= norm;
}
else
{
m_vNormal = math::Vector3(0.0f, 0.0f, 0.0f);
m_d = 0.0f;
}
}
Those are the functions being used on the plane. Next, the box check:
bool AABB::InsidePlane(const Plane& plane) const
{
Vector3 vCenter = m_vCenter;
//const Vector3& vNormal = plane.GetNormal();
// if(vNormal.x >= 0.0f)
// vCenter.x += m_vSize.x;
// else
// vCenter.x -= m_vSize.x;
// if(vNormal.y >= 0.0f)
// vCenter.y += m_vSize.y;
// else
// vCenter.y -= m_vSize.y;
// if(vNormal.z >= 0.0f)
// vCenter.z += m_vSize.z;
// else
// vCenter.z -= m_vSize.z;
float posDot = plane.Dot(vCenter);
return posDot >= 0.0f;
}
for testing purposes, I'm treating all AABBs as dots, just to make sure. That code tests the frustum:
bool Frustum::TestVolume(const IVolume& volume) const
{
for ( int i = 1; i < 6; i++ )
{
if ( !volume.InsidePlane(m_frustums[i]) )
return false;
}
return true;
}
And here is how I set up the frustum in the camera:
void Camera::CalculateMatrices(void)
{
m_mView = math::MatLookAt(m_vPosition, m_vLookAt, m_vUp);
if(m_bOrtho)
m_mProjection = math::MatOrthoLH((float)m_vScreenSize.x, (float)m_vScreenSize.y, m_near, m_far);
else
m_mProjection = math::MatPerspFovLH(m_fovy, m_vScreenSize.x / (float)m_vScreenSize.y, m_near, m_far);
m_mViewProjection = m_mView * m_mProjection;
m_frustum.CalculateFrustum(m_mViewProjection);
}
So uhm... see anything obviously wrong here?
EDIT:
YEEESH!
void Plane::Set(float a, float b, float c, float d)
{
m_vNormal.x = a;
m_vNormal.y = b;
m_vNormal.z = c;
m_d = d;
m_vNormal.Normalize(); // wtf was I thinking?
}
So that was the problem all along. When setting the plane, the normal was normalized, and thus the "d" component wasn't adjusted at all... I didn't normalize afterwards anyway, but thats why it didn't do you-know-what. Damn, I think I'll start with unit-test, at least for my math lib, that was a wasted day -.-