Paste #Be5 -- näytä pelkkänä tekstinä -- uusi tämän pohjalta
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 | position = eye = (0.75*sqrt2, 1, -0.75*sqrt2) target = (0,0,0) upVector = (0,1,0) zaxis = normalize(target - position) = normalize(-0.75*sqrt2, -1, 0.75*sqrt2) = (-0.75*sqrt2, -1, 0.75*sqrt2)/sqrt(3.25) = (-0.75*sqrt(2/3.25), -1/sqrt(3.25), 0.75*sqrt(2/3.25)) = (-1.5/sqrt(6.5), -1/sqrt(3.25), 1.5/sqrt(6.5)) xaxis = normalize(cross(upVector, zaxis)) = normalize(1.5/sqrt(6.5), 0, 1.5/sqrt(6.5)) = (1/sqrt(2), 0, 1/sqrt(2)) yaxis = cross(zaxis, xaxis) = (-1/sqrt(3.25) * 1/sqrt(2), 2 * 1.5/sqrt(6.5) * 1/sqrt(2), 1/sqrt(3.25) * 1/sqrt(2)) = (-1/sqrt(6.5), 3/sqrt(13), 1/sqrt(6.5)) pw = 1.65 (width of view volume) ph = 1.65 (height of view volume) view to world: [ xaxis.x xaxis.y xaxis.z 0 ] T = [ yaxis.x yaxis.y yaxis.z 0 ] [ zaxis.x zaxis.y zaxis.z 0 ] [ eye.x eye.y eye.z 1 ] projection to view: [ pw/2 0 0 0 ] P = [ 0 ph/2 0 0 ] [ 0 0 1 0 ] [ 0 0 0 1 ] projection to world: [ pw/2*xaxis.x pw/2*xaxis.y pw/2*xaxis.z 0 ] P*T = [ ph/2*yaxis.x ph/2*yaxis.y ph/2*yaxis.z 0 ] [ zaxis.x zaxis.y zaxis.z 0 ] [ eye.x eye.y eye.z 1 ] projection space: (px,py,pz,1), px,py = pixel coordinates, pz = unknown world space: (wx,wy,wz,1) (px,py,pz,1)*P*T = (wx,wy,wz,1) wx = px*pw/2*xaxis.x + py*ph/2*yaxis.x + pz*zaxis.x + eye.x wy = px*pw/2*xaxis.y + py*ph/2*yaxis.y + pz*zaxis.y + eye.y wz = px*pw/2*xaxis.z + py*ph/2*yaxis.z + pz*zaxis.z + eye.z top face (wy=1): 1 = px*pw/2*xaxis.y + py*ph/2*yaxis.y + pz*zaxis.y + eye.y => pz = (1 - px*pw/2*xaxis.y - py*ph/2*yaxis.y - eye.y) / zaxis.y => pz = (-pw/2*xaxis.y/zaxis.y) * px + (-ph/2*yaxis.y/zaxis.y) * py + (1 - eye.y) / zaxis.y left face (wz=-1): -1 = px*pw/2*xaxis.z + py*ph/2*yaxis.z + pz*zaxis.z + eye.z => pz = (-1 - px*pw/2*xaxis.z - py*ph/2*yaxis.z - eye.z) / zaxis.z => pz = (-pw/2*xaxis.z/zaxis.z) * px + (-ph/2*yaxis.z/zaxis.z) * py + (-1 - eye.z) / zaxis.z right face (wx=-1): -1 = px*pw/2*xaxis.x + py*ph/2*yaxis.x + pz*zaxis.x + eye.x => pz = (-1 - px*pw/2*xaxis.x - py*ph/2*yaxis.x - eye.x) / zaxis.x => pz = (-pw/2*xaxis.x/zaxis.x) * px + (-ph/2*yaxis.x/zaxis.x) * py + (-1 - eye.x) / zaxis.x |