【发布时间】:2017-05-09 14:53:08
【问题描述】:
我正在从头开始开发 3D 引擎,并且我正在尝试取消投影矢量。我使用自己的数学库ALMath.js。据我所知,要将 2d 屏幕坐标转换为 3d 世界坐标,我需要将画布中 x 和 y 坐标形成的矢量乘以 ViewProjection Matrix 的倒数。这是 unproject 的代码:
unproject : function (vector){
var viewMatrix = camera.viewMatrix;
var projectionMatrix = camera.projectionMatrix;
var viewProjection = viewMatrix.multiply(projectionMatrix);
var inverseViewProjection = viewProjection.getInverse();
var x = ((vector.x -0) / (AL3D.width)) *2 -1;
var y = ((vector.y -0) / (AL3D.height)) * 2 -1;
var z = 2*vector.z-1;
var w = 1;
var vec4 = new ALMath.Vector4(x,y,z,w);
var transformedVector = inverseViewProjection.multiplyByVector4(vec4);
var wordCoords = new ALMath.Vector3(transformedVector.x/transformedVector.w,transformedVector.y/transformedVector.w,transformedVector.z/transformedVector.w);
return wordCoords;
}
ALMath 库运行良好。我在所有引擎周围使用它(计算模型视图投影,创建投影矩阵,做逆......)并且效果很好。事实上,我使用Octave(替代matlab)检查操作的结果,结果与ALMath 相同。
问题是如果我点击左上角:
canvas.addEventListener('click', function(event) {
var rect = canvas.getBoundingClientRect();
var x = event.pageX - rect.left,
y = event.pageY - rect.top;
var vector = camera.unproject(new ALMath.Vector3(x,y,0));
});
使用x = 0 和y = 2 我得到vector = (-0.12131, -0.25894, -0.79409),我知道这是错误的,因为如果我将立方体网格设置在那个位置,我会发现这不是左上角。
我在相机类中编写了一个lookAt函数
lookAt : function (eye, target, up)
作为一个例子,我展示了x = 0 和y = 2 与octave 的操作。
首先我将我的相机设置如下:
camera = new AL3D.PerspectiveCamera(40, window.innerWidth/window.innerHeight);
camera.lookAt(new ALMath.Vector3(), new ALMath.Vector3(0,-0.5,-2), new ALMath.Vector3(0,1,0));
这是octave 中与javascript 代码结果匹配的逐步计算
viewMatrix =
1.00000 0.00000 0.00000 0.00000
0.00000 0.97014 0.24254 0.00000
0.00000 -0.24254 0.97014 0.00000
0.00000 0.00000 0.00000 1.00000
projectionMatrix =
1.37374 0.00000 0.00000 0.00000
0.00000 2.82610 0.00000 0.00000
0.00000 0.00000 -1.00020 -0.20002
0.00000 0.00000 -1.00000 0.00000
octave:7> viewProjectionMatrix = viewMatrix * projectionMatrix
viewProjectionMatrix =
1.37374 0.00000 0.00000 0.00000
0.00000 2.74171 -0.24258 -0.04851
0.00000 -0.68543 -0.97034 -0.19405
0.00000 0.00000 -1.00000 0.00000
octave:8> inverseViewProjectionMatrix = inv(viewProjectionMatrix)
inverseViewProjectionMatrix =
0.72794 0.00000 0.00000 -0.00000
0.00000 0.34328 -0.08582 0.00000
0.00000 0.00000 0.00000 -1.00000
0.00000 -1.21256 -4.85023 5.00050
AL3D.width = 1366
AL3D.height = 664
x = -1
y = -0.9939759036144579
z = -1
w = 1
octave:9> vector = [ -1 -0.9939759036144579 -1 1]
vector =
-1.00000 -0.99398 -1.00000 1.00000
octave:10> transformedVector = vector * inverseViewProjectionMatrix
transformedVector =
-0.72794 -1.55377 -4.76492 6.00050
// Perspective division
octave:12> result = [ transformedVector(1)/transformedVector(4) transformedVector(2)/transformedVector(4) transformedVector(3)/transformedVector(4)]
result =
-0.12131 -0.25894 -0.79409
也许我忘记了什么,但我不知道。我的逻辑有什么问题。谢谢。
编辑:问题似乎出在视图矩阵上。这是我的视图矩阵的代码:
lookAt : function(eye, target, up){
var eye = eye || new ALMath.Vector3();
var up = up || new ALMath.Vector3();
var target = target || new ALMath.Vector3();
var c = this.components;
var z = target.sub(eye);
z = z.normalize();
var x = z.cross(up);
x = x.normalize();
var y = x.cross(z);
y = y.normalize();
c[0] = x.x; c[1] = x.y; c[2] = x.z;
c[4] = y.x; c[5] = y.y; c[6] = y.z;
c[8] = -z.x; c[9] = -z.y; c[10] = -z.z;
c[12] = -x.dot(eye); c[13] = -y.dot(eye); c[14] = z.dot(eye);
return this;
},
这是用于投影:
perspectiveProjection : function ( fov, aspect, zNear, zFar ) {
var a = aspect;
var tan=Math.tan(ALMath.degToRad(0.5*fov)),
A=-(zFar+zNear)/(zFar-zNear),
B=(-2*zFar*zNear)/(zFar-zNear);
var c = this.components;
c[ 0 ] = 0.5/tan; c[ 4 ] = 0; c[ 8 ] = 0; c[ 12 ] = 0;
c[ 1 ] = 0; c[ 5 ] = (0.5*a/tan); c[ 9 ] = 0; c[ 13 ] = 0;
c[ 2 ] = 0; c[ 6 ] = 0; c[ 10 ] = A; c[ 14 ] = B;
c[ 3 ] = 0; c[ 7 ] = 0; c[ 11 ] =-1; c[ 15 ] = 0;
return this;
},
我的投影矩阵很好。但我的视图矩阵与 gman 库中计算的视图矩阵不同:https://github.com/greggman/twgl.js/blob/master/src/m4.js 在 m4.js 中计算矩阵
c[0] = x.x; c[1] = x.y; c[2] = x.z; c[3] = 0;
c[4] = y.x; c[5] = y.y; c[6] = y.z; c[7] = 0;
c[8] = -z.x; c[9] = -z.y; c[10] = -z.z; c[11] = 0;
c[12] = eye.x; c[13] = eye.y; c[14] = eye.z; c[15] = 1;
而不是
c[0] = x.x; c[1] = x.y; c[2] = x.z;
c[4] = y.x; c[5] = y.y; c[6] = y.z;
c[8] = -z.x; c[9] = -z.y; c[10] = -z.z;
c[12] = -x.dot(eye); c[13] = -y.dot(eye); c[14] = z.dot(eye);
请注意,在我的数学库中,我用轴和眼睛之间的点计算它,如下所述:Calculating a LookAt matrix
所以,那个线程是错误的?我应该直接使用眼睛而不是轴和眼睛之间的点积吗?
如果我运行 gman 发布的脚本,我会得到以下输出:
frustum points
0 -0.414 -0.207 -0.500
1 0.414 -0.207 -0.500
2 -0.414 0.207 -0.500
3 0.414 0.207 -0.500
4 -82.843 -41.421 -100.000
5 82.843 -41.421 -100.000
6 -82.843 41.421 -100.000
7 82.843 41.421 -100.000
camerafrustum points
0 1.666 2.120 3.080
1 1.080 2.120 3.666
2 1.497 2.458 2.911
3 0.911 2.458 3.497
4 134.224 25.915 19.067
5 17.067 25.915 136.224
6 100.403 93.555 -14.754
7 -16.754 93.555 102.403
screen points (should match width, height)
0 148.858 -47.653 4.029
1 111.806 -38.903 3.734
2 147.454 -72.303 4.217
3 108.845 -59.000 3.876
4 951.911 101.710 9.651
5 61.823 20.354 3.229
6 -833.522 732.104 -10.661
7 25.094 -97.340 4.035
unprojected (should match cameraFrustum points)
0 1.666 2.120 3.080
1 1.080 2.120 3.666
2 1.497 2.458 2.911
3 0.911 2.458 3.497
4 134.224 25.915 19.067
5 17.067 25.915 136.226
6 100.404 93.556 -14.754
7 -16.754 93.557 102.405
与 gman 发布的结果相同,但在 screen points (should match width, height) 部分中有所不同。
如果我使用以下指令在我的电脑上运行 gman 脚本:<script src="https://twgljs.org/dist/2.x/twgl-full.min.js"></script> 输出与 gman 发布的相同
screen points (should match width, height)
0 -0.000 -0.000 -1.000
1 300.000 -0.000 -1.000
2 -0.000 150.000 -1.000
3 300.000 150.000 -1.000
4 0.000 0.000 1.000
5 300.000 0.000 1.000
6 -0.000 150.000 1.000
7 300.000 150.000 1.000
但是如果我下载https://twgljs.org/dist/2.x/twgl-full.min.js并存储在html文件的同一目录中并在html文件中使用指令<script src="twgl.js"></script>,输出就像我的数学库,这是:
screen points (should match width, height)
0 148.858 -47.653 4.029
1 111.806 -38.903 3.734
2 147.454 -72.303 4.217
3 108.845 -59.000 3.876
4 951.911 101.710 9.651
5 61.823 20.354 3.229
6 -833.522 732.104 -10.661
7 25.094 -97.340 4.035
适用于我的库的脚本如下:
function main()
{
var width = 300;
var height = 150;
var aspect = width / height
var fieldOfView = Math.PI * 0.25; // 45 degrees
var zNear = 0.5;
var zFar = 100;
var projection = new ALMath.Matrix4();
projection = projection.perspectiveProjection(45, aspect, zNear, zFar);
var eye = new ALMath.Vector3(1, 2, 3);
var target = new ALMath.Vector3(4, 5, 6);
var up = new ALMath.Vector3(0, 1, 0);
var camera = new ALMath.Matrix4();
camera = camera.lookAt(eye, target, up);
var view = camera.getInverse();
var viewProjection = view.multiply(projection);
var inverseViewProjection = viewProjection.getInverse();
function getFrustumPoints(fieldOfView, aspect, zNear, zFar) {
var f = 1 / Math.tan(fieldOfView / 2);
var nearY = zNear / f;
var nearX = nearY * aspect;
var farY = zFar / f;
var farX = farY * aspect;
return [
new ALMath.Vector3(-nearX, -nearY, -zNear),
new ALMath.Vector3( nearX, -nearY, -zNear),
new ALMath.Vector3(-nearX, nearY, -zNear),
new ALMath.Vector3( nearX, nearY, -zNear),
new ALMath.Vector3(-farX, -farY, -zFar),
new ALMath.Vector3( farX, -farY, -zFar),
new ALMath.Vector3(-farX, farY, -zFar),
new ALMath.Vector3( farX, farY, -zFar),
];
}
function projectScreenPoint(width, height, projection, point) {
var c = projection.transformPoint(point);
return new ALMath.Vector3((c.x * 0.5 + 0.5) * width,(c.y * 0.5 + 0.5) * height, c.z);
}
function unproject(width, height, inverseViewProjection, p) {
return inverseViewProjection.transformPoint(new ALMath.Vector3(p.x / width * 2 - 1, p.y / height * 2 - 1, p.z));
}
function showPoints(label, points) {
log(label);
points.forEach((p, ndx) => log(ndx, p.x.toFixed(3), p.y.toFixed(3), p.z.toFixed(3)));
}
var frustumPoints = getFrustumPoints(fieldOfView, aspect, zNear, zFar);
showPoints("frustum points", frustumPoints);
var cameraFrustumPoints = frustumPoints.map(
p => camera.transformPoint(p));
showPoints("camerafrustum points", cameraFrustumPoints);
var screenPoints = cameraFrustumPoints.map(
p => projectScreenPoint(width, height, viewProjection, p));
showPoints("screen points (should match width, height)", screenPoints);
var unprojectedPoints = screenPoints.map(
p => unproject(width, height, inverseViewProjection, p));
showPoints("unprojected (should match cameraFrustum points)",
unprojectedPoints);
function log(...args) {
var elem = document.createElement("pre");
elem.textContent = [...args].join(' ');
document.body.appendChild(elem);
}
}
所以现在的问题是:
- 我应该直接使用 eye 而不是 axis 和 eye 之间的点积吗?
- 为什么屏幕点不同,从我的库和本地存储的 gman 库以及从
【问题讨论】:
-
在 3D 中有一整行点在 2D 中具有相同的屏幕坐标。如何选择“正确”的结果?
标签: javascript math 3d