作为编写3D游戏库的一部分,我尝试实现截锥剔除,以避免渲染相机透视视锥之外的对象。为此,我首先需要为每个网格计算一个边界球体,看看它是否与视锥的六个边中的任何一个相碰撞。下面是我当前(非常)天真的实现,在我的代码中,model.py中为每个模型计算边界球体:from pyorama.entity import Entity
from pyorama.math3d.vec3 import Vec3
from pyorama.math3d.mat4 import Mat4
from pyorama.physics.sphere import Sphere
import math
import numpy as np
import itertools as its
class Model(Entity):
def __init__(self, mesh, texture, transform=Mat4.identity()):
super(Model, self).__init__()
self.mesh = mesh
self.texture = texture
self.transform = transform
def compute_bounding_sphere(self):
vertex_data = self.mesh.vertex_buffer.get_data()
vertices = []
for i in range(0, len(vertex_data), 3):
vertex = Vec3(vertex_data[i: i+3])
vertices.append(vertex)
ma