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Issues with viewport.Project

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First off sorry if this is to wrong section.
 
I am currently working on a way to to take the world space coords of a model and turn them in to screen space coords. Now I am still new to XNA and what i found as I can use the viewport.project method to convert the world space to screen space. I have set this all up but every time i get can the same numbers which are the center on the window. It makes no difference what the world space values are. 
 
Now i am think I have made a mistake with the matrices and they are not calculating correctly but I have no idea any more and after 24 hours of tiring to fix this it is now killing me.
 
 

 Console.WriteLine("X: " + min.X + "  :" + max.X);
 Console.WriteLine("Y: " + min.Y + "  :" + max.Y);

 Min2D = graphics.GraphicsDevice.Viewport.Project(min, project, view, world);
 Max2D = graphics.GraphicsDevice.Viewport.Project(max, project, view, world);

//test project
 Vector3 temp3 = graphics.GraphicsDevice.Viewport.Project(new Vector3(0, 0, 0), project, view, world);

 Console.WriteLine("X: " + Min2D.X + "  :" + Max2D.X);
 Console.WriteLine("Y: " + Min2D.Y + "  :" + Max2D.Y);

 flames = new BoundingBox(Min2D, Max2D);

This is the where I am projecting the values. The matrices are past in from the main Initialize.
 

private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0));
private Matrix view = Matrix.CreateLookAt(new Vector3(0, 0, 10), new Vector3(0, 0, 0), Vector3.UnitY);
private Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 480f, 1f, 100f);

This is the creation of them. I have check over them and I cant see what is wrong.

 

If anyone can help me with this I will be in your debt. For clarity I am using XNA with monogame and the values I am passing into project are

 

minX = -3 maxX = 3

minY = -3 maxY = 3

 

 

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private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0));
…
graphics.GraphicsDevice.Viewport.Project(new Vector3(0, 0, 0), project, view, world);

How are you expecting to get different results if you are always hard-coding the input the same way?

It makes no difference what the world space values are.

Prove it. What other values have you tried? For testing purposes, [0,0,0] is the worst value you can possibly use.


L. Spiro Edited by L. Spiro

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You are correct, it is not giving me the same numbers and if I use the numbers passed from the model I also get different answer so it looks like there is a issues with my code elsewhere. 

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Ok so I have not had a lot of time to work on my project but I spent a good part of today looking into this error i have. 

 

So I took L.Spiro and changed the numbers around. After checking every number over and over I finally worked out that the coords that i am getting from project are all wrong because somewhere it is adding 24.5 to them all. I am currently searching through my code to work out why and at what point that it being added but so far the only point i can see is from the viewport.project.

 

Has anyone else had this problem before?

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it is adding 24.5 to them all.

 

That's not much help, really, as it's not clear what value 24.5 is being added to. The Z value? All 3 values?

 

Suggestion:

 

Set your world matrix to Matrix.Identity, and your view and projections as you've posted above. Using just one or two lines of code, determine a world position that converts correctly to screen coordinates. E.g., testVector = Vector3( 0, 0, 0 ) should convert to center-of-screen coordinates (x==0, y==0, z== some depth value).

 

It appears you're using a viewpoint 10 units along the +Z axis, looking at the origin. If so, then change testVector by a very small amount in the +X direction (only) and see if it converts reasonably.

 

E.g.,

testVector = Vector3( 1, 0, 0 ); // 1 unit along the +X axis
resultVector = graphics.GraphicsDevice.Viewport.Project( testVector, project, view, world );

resultVector should be slightly to the left of center-of-screen. That is, viewed from +Z, X = 1 should be just to the left of the world origin, and just to the left of the screen-center.

 

If that works, then change the values of testVector by small amounts, working by small changes toward one of the values for your model until you encounter a problem.

 

If that doesn't work, check your viewport values (width, height, etc.) to make sure the viewport has been setup correctly.

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OK first off thank you for all the help.

 

So I have fixed the problem and here is what was wrong. The main reason I wanted to get the screen coords was to set up collision for a 3D object with 2D sprites. So mistake number one was my view matrix, this was not set to the correct view port size. The biggest mistake was passing the z value of my shape in. This was calculating the coords with that as well and returning off values.

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