下面从类FrustumG的函数,就像下面描述的平面,假设给予的参数矩阵A=M*P:
#define m(row,col) m[col*4+row-5]
void FrustumG::setFrustum(float *m) {
pl[NEARP].setCoefficients(
m(3,1) + m(4,1),
m(3,2) + m(4,2),
m(3,3) + m(4,3),
m(3,4) + m(4,4));
pl[FARP].setCoefficients(
-m(3,1) + m(4,1),
-m(3,2) + m(4,2),
-m(3,3) + m(4,3),
-m(3,4) + m(4,4));
pl[BOTTOM].setCoefficients(
m(2,1) + m(4,1),
m(2,2) + m(4,2),
m(2,3) + m(4,3),
m(2,4) + m(4,4));
pl[TOP].setCoefficients(
-m(2,1) + m(4,1),
-m(2,2) + m(4,2),
-m(2,3) + m(4,3),
-m(2,4) + m(4,4));
pl[LEFT].setCoefficients(
m(1,1) + m(4,1),
m(1,2) + m(4,2),
m(1,3) + m(4,3),
m(1,4) + m(4,4));
pl[RIGHT].setCoefficients(
-m(1,1) + m(4,1),
-m(1,2) + m(4,2),
-m(1,3) + m(4,3),
-m(1,4) + m(4,4));
}
#undef M
函数setCoefficients是从类Plane定义的:
void Plane::setCoefficients(float a, float b, float c, float d) {
// set the normal vector
normal.set(a,b,c);
//compute the lenght of the vector
float l = normal.length();
// normalize the vector
normal.set(a/l,b/l,c/l);
// and divide d by th length as well
this->d = d/l;
}
为了从OpenGL状态函数glGetFloatv得到矩阵M和P:
float m[16],p[16];
glGetFloatv(GL_PROJECTION_MATRIX,p);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
矩阵相乘就是计算A=M*P。一个矩阵相乘可以如下方式:
void multMat(float *res,float *a, float *b) {
for (int i=0;i<4;i++) {
for (int j = 0;j < 4;j++) {
res[i*4+j] = 0.0;
for (int k = 0; k < 4; k++) {
res[i*4+j] += a[i*4+k] * b[k*4+j];
}
}
}
}
下面就是对于懒惰的人的解决方案,对我们使用OpenGL实现矩阵相乘(在我的笔记本电脑上它实际上是比较快的):
void multMat2(float *res, float *a, float *b) {
glPushMatrix();
glLoadMatrixf(b);
glMultMatrixf(a);
glGetFloatv(GL_MODELVIEW_MATRIX, res);
glPopMatrix();
}
一旦平面计算出来,那么接下来的点测试,球体和立方体,就是跟几何体分析的一样了。