Terrain Collision issues - c++

I'm trying to implement terrain collision for my height map terrain, and I'm following this. The tutorial is for java but I'm using C++, though the principles are the same so it shouldn't be a problem.
To start off we need a function to get the height of the terrain based on the camera's position. WorldX and WorldZ is the camera's position (x, z) and heights is an 2D-array containing all the heights of the vertices.
float HeightMap::getHeightOfTerrain(float worldX, float worldZ, float heights[][256])
{
//Image is (256 x 256)
float gridLength = 256;
float terrainLength = 256;
float terrainX = worldX;
float terrainZ = worldZ;
float gridSquareLength = terrainLength / ((float)gridLength - 1);
int gridX = (int)std::floor(terrainX / gridSquareLength);
int gridZ = (int)std::floor(terrainZ / gridSquareLength);
//Check if position is on the terrain
if (gridX >= gridLength - 1 || gridZ >= gridLength - 1 || gridX < 0 || gridZ < 0)
{
return 0;
}
//Find out where the player is on the grid square
float xCoord = std::fmod(terrainX, gridSquareLength) / gridSquareLength;
float zCoord = std::fmod(terrainZ, gridSquareLength) / gridSquareLength;
float answer = 0.0;
//Top triangle of a square else the bottom
if (xCoord <= (1 - zCoord))
{
answer = barryCentric(glm::vec3(0, heights[gridX][gridZ], 0),
glm::vec3(1, heights[gridX + 1][gridZ], 0), glm::vec3(0, heights[gridX][gridZ + 1], 1),
glm::vec2(xCoord, zCoord));
}
else
{
answer = barryCentric(glm::vec3(1, heights[gridX + 1][gridZ], 0),
glm::vec3(1, heights[gridX + 1][gridZ + 1], 1), glm::vec3(0, heights[gridX][gridZ + 1], 1),
glm::vec2(xCoord, zCoord));
}
return answer;
}
To find the height of the triangle the camera is currently standing on we use the baryCentric interpolation function.
float HeightMap::barryCentric(glm::vec3 p1, glm::vec3 p2, glm::vec3 p3, glm::vec2 pos)
{
float det = (p2.z - p3.z) * (p1.x - p3.x) + (p3.x - p2.x) * (p1.z - p3.z);
float l1 = ((p2.z - p3.z) * (pos.x - p3.x) + (p3.x - p2.x) * (pos.y - p3.z)) / det;
float l2 = ((p3.z - p1.z) * (pos.x - p3.x) + (p1.x - p3.x) * (pos.y - p3.z)) / det;
float l3 = 1.0f - l1 - l2;
return l1 * p1.y + l2 * p2.y + l3 * p3.y;
}
Then we just have to use the height we have calculated to check for
collision during the game
float terrainHeight = heightMap.getHeightOfTerrain(camera.Position.x, camera.Position.z, heights);
if (camera.Position.y < terrainHeight)
{
camera.Position.y = terrainHeight;
};
Now according to the tutorial this should work perfectly fine, but the height is rather off and at some places it doesn't even work. I figured it might have something to do with the translation and scaling part of the terrain
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0f, -0.3f, -15.0f));
model = glm::scale(model, glm::vec3(0.1f, 0.1f, 0.1f));
and that I should multiply the values of the heights array by 0.1, as the scaling does that part for the terrain on the GPU side, but that didn't do the trick.
Note
In the tutorial the first lines in the getHeightOfTerrain function says
float terrainX = worldX - x;
float terrainZ = worldZ - z;
where x and z is the world position of the terrain. This is done to get the player position relative to the terrain's position. I tried with the values from the translation part, but it doensn't work either. I changed these lines because it doesn't seem necessary.

float terrainX = worldX - x;
float terrainZ = worldZ - z;
Those lines are, in fact, very necessary, unless your terrain is always at the origin.
Your code resource (tutorial) assumes that you haven't scaled or rotated the terrain in any way. The x and z variables are the XZ position of the terrain which take care of cases where the terrain is translated.
Ideally, you should transform the world position vector from world space to object space (using the inverse of the model matrix you use for the terrain), something like
vec3 localPosition = inverse(model) * vec4(worldPosition, 1)
And then use localPosition.x and localPosition.z instead of terrainX and terrainZ.

Related

How to do frustum culling in OpenGL with the view and projection matrix?

I'm trying to implement frustum culling to my voxel engine, basically I'm rendering chunks and I want to cull every chunk that is outside of the frustum of the camera. I tried a lot of different approaches and code that I found on the web, but yet I can't get it to work. The algorithm is in two parts:
• First I'm extracting the frustum planes from the projectionview matrix.
• Then I'm checking for each chunk if it is inside or colliding with the frustum.
The behavior is generally the same: when looking from the origin to positive direction it seems to work, but when looking to the negative direction it doesn't, and when I'm going away from the origin it starts breaking and doing non-sense. Also when looking up and down the culling is weird.
Here is my frustum plane extraction:
public static Plane[] frustumPlanes(Matrix4f mat, boolean normalize)
{
Plane[] p = new Plane[6];
p[0] = normalizePlane(mat.m30 + mat.m00, mat.m31 + mat.m01, mat.m32 + mat.m02, mat.m33 + mat.m03); // left
p[1] = normalizePlane(mat.m30 - mat.m00, mat.m31 - mat.m01, mat.m32 - mat.m02, mat.m33 - mat.m03); // right
p[2] = normalizePlane(mat.m30 - mat.m10, mat.m31 - mat.m11, mat.m32 - mat.m12, mat.m33 - mat.m13); // top
p[3] = normalizePlane(mat.m30 + mat.m10, mat.m31 + mat.m11, mat.m32 + mat.m12, mat.m33 + mat.m13); // bottom
p[4] = normalizePlane(mat.m30 + mat.m20, mat.m31 + mat.m21, mat.m32 + mat.m22, mat.m33 + mat.m23); // near
p[5] = normalizePlane(mat.m30 - mat.m20, mat.m31 - mat.m21, mat.m32 - mat.m22, mat.m33 - mat.m23); // far
return p;
}
public static Plane normalizePlane(float A, float B, float C, float D) {
float nf = 1.0f / (float)Math.sqrt(A * A + B * B + C * C);
return new Plane(new Vector3f(nf * A, nf * B, nf * C), nf * D);
}
mat is the projectionview matrix, here is the projection matrix:
private void createProjectionMatrix() {
float aspectRatio = (float) DisplayManager.WIDTH / (float) DisplayManager.HEIGHT;
float y_scale = (float) ((1f / Math.tan(Math.toRadians(FOV / 2f))));
float x_scale = y_scale / aspectRatio;
float frustum_length = FAR_PLANE - NEAR_PLANE;
projectionMatrix = new Matrix4f();
projectionMatrix.m00 = x_scale;
projectionMatrix.m11 = y_scale;
projectionMatrix.m22 = -((FAR_PLANE + NEAR_PLANE) / frustum_length);
projectionMatrix.m23 = -1;
projectionMatrix.m32 = -((2 * NEAR_PLANE * FAR_PLANE) / frustum_length);
projectionMatrix.m33 = 0;
}
Here is the view matrix:
public static Matrix4f createViewMatrix(Camera camera) {
Matrix4f viewMatrix = new Matrix4f();
viewMatrix.setIdentity();
Matrix4f.rotate((float) Math.toRadians(camera.getRotation().x), new Vector3f(1, 0, 0), viewMatrix, viewMatrix);
Matrix4f.rotate((float) Math.toRadians(camera.getRotation().y), new Vector3f(0, 1, 0), viewMatrix, viewMatrix);
Matrix4f.rotate((float) Math.toRadians(camera.getRotation().z), new Vector3f(0, 0, 1), viewMatrix, viewMatrix);
Vector3f cameraPos = camera.getPosition();
Vector3f negativeCameraPos = new Vector3f(-cameraPos.x,-cameraPos.y,-cameraPos.z);
Matrix4f.translate(negativeCameraPos, viewMatrix, viewMatrix);
return viewMatrix;
}
Here is the collision detection code aabb vs plane:
public static int boxToPlaneCollision(Plane plane, Vector3f[] minMax)
{
int result = 2; //Inside
// planes have unit-length normal, offset = -dot(normal, point on plane)
int nx = plane.normal.x > 0?1:0;
int ny = plane.normal.y > 0?1:0;
int nz = plane.normal.z > 0?1:0;
// getMinMax(): 0 = return min coordinate. 1 = return max.
float dot = (plane.normal.x*minMax[nx].x) + (plane.normal.y*minMax[nx].y) + (plane.normal.z*minMax[nx].z);
if ( dot < -plane.offset )
return 0; //Outside
float dot2 = (plane.normal.x*minMax[1-nx].x) + (plane.normal.y*minMax[1-nx].y) + (plane.normal.z*minMax[1-nx].z);
if ( dot2 <= -plane.offset )
result = 1; //Intersect
return result;
}
And finally here is where everything is called:
public boolean chunkInsideFrustum(Vector3f chunkPos) {
Vector3f chunkPosMax = new Vector3f(chunkPos.x + Terrain.CHUNK_SIZE, Terrain.CHUNK_HEIGHT, chunkPos.z + Terrain.CHUNK_SIZE);
for (int i = 0; i < 6; i++) {
if(Collider.boxToPlaneCollision(frustumPlanes[i], new Vector3f[] {chunkPos,chunkPosMax}) == 0)
return false;
}
return true;
}
I'm using openGL with LWJGL 2 (Java).
My questions are:
Where is the problem? In the frustum plane extraction code? In the collision detection?
and
I saw people calculating the frustum with projection and modelview matrix, what about this technique? is it better?
Thank you very much for your help!
EDIT:
for the second question, I saw here Extracting View Frustum Planes (Gribb & Hartmann method) someone posted that:
The missing part:
comboMatrix = projection_matrix * Matrix4_Transpose(modelview_matrix)
And then he did the exact same algorithm that I did to extract the planes, but what is modelview_matrix? What model should I use?

Arcball camera behaving oddly

I am a bit confused. I need help, I tried implementing an arcball camera. The theory I followed is here:
https://www.khronos.org/opengl/wiki/Object_Mouse_Trackball
It "works" except it doesn;t behave like the arcball camera in Renderdoc:
Mine:
Renderdoc
So in mine when you try to rotate too far away from the screen center the rotation seems to be on the opposite direction of where it should be
vec3 ScreenToArcSurface(vec2 pos)
{
const float radius = 0.9f; // Controls the speed
if(pos.x * pos.x + pos.y * pos.y >= (radius * radius) / 2.f - 0.00001)
{
// This is equal to (r^2 / 2) / (sqrt(x^2 + y^2)) since the magnitude of the
// vector is sqrt(x^2 + y^2)
return {pos, (radius * radius / 2.f) / (length(pos))};
}
return {pos.x, pos.y, sqrt(radius * radius - (pos.x * pos.x + pos.y * pos.y))};
}
void ArcballCamera::UpdateCameraAngles(void* ptr, glm::vec2 position, glm::vec2 offset)
{
auto camera = reinterpret_cast<ArcballCamera*>(ptr);
vec3 vb = ScreenToArcSurface(position);
vec3 va = ScreenToArcSurface(position - offset);
float angle = acos(glm::min(1.f, dot(vb, va)));
vec3 axis = cross(va, vb);
camera->rotation *= quat(cos(angle) / 2.f, sin(angle) * axis);
camera->rotation = normalize(camera->rotation);
}
glm::mat4 ArcballCamera::GetViewMatrix()
{
return glm::lookAt(
look_at_point + rotation * (position - look_at_point),
look_at_point,
rotation * up);
}
I don't understand what difference there is between what I implemented and what the khronos link is describing.
I fixed it by multiplying the position by -1;.
I don't understand why this fixes the math. The input coorindates are what i expect. the poisition is normalized from -1 to 1 and top left is (-,-) top right is (+,-), bottom left (-,+) and finally the last one is (+,+).
So I don;t know Why I need to work in a negated coordinate system for this to work.
The problem is that the Website I took this from defined the formula for the OpenGL coordinate system.
However I am working on vulkan, where the Y coordinate is flipped, which changes the handedness of the system. Due to this, using the formula as is uses the wrong half of the sphere.
The correct implementation for Vulkan just needs to negate the z component, i.e:
vec3 ScreenToArcSurface(vec2 pos)
{
const float radius = 0.9f; // Controls the speed
if(pos.x * pos.x + pos.y * pos.y >= (radius * radius) / 2.f - 0.00001)
{
// This is equal to (r^2 / 2) / (sqrt(x^2 + y^2)) since the magnitude of the
// vector is sqrt(x^2 + y^2)
return {pos, -(radius * radius / 2.f) / (length(pos))};
}
return {pos.x, pos.y, -sqrt(radius * radius - (pos.x * pos.x + pos.y * pos.y))};
}

Problems rotating opengl camera

I cannot understand the math behind this problem, I am trying to create an FPS camera where I can look freely with my mouse input.
I am trying to rotate and position my lookat point with 180 degrees of freedom. I understand the easier solution is to glRotate the world to fit my perspective, but I do not want this approach. I am fairly unfamiliar with the trigonometry involved here and cannot figure out how to solve this problem the way I want to...
here is my attempt to do this so far...
code to get mouse coordinates relative to the center of the window, then process it in my camera object
#define DEG2RAD(a) (a * (M_PI / 180.0f))//convert to radians
static void glutPassiveMotionHandler(int x, int y) {
glf centerX = WinWidth / 2; glf centerY = WinHeight / 2;//get windows origin point
f speed = 0.2f;
f oldX = mouseX; f oldY = mouseY;
mouseX = DEG2RAD(-((x - centerX)));//get distance from 0 and convert to radians
mouseY = DEG2RAD(-((y - centerY)));//get distance from 0 and convert to radians
f diffX = mouseX - oldX; f diffY = mouseY - oldY;//get difference from last frame to this frame
if (mouseX != 0 || mouseY != 0) {
mainCamera->Rotate(diffX, diffY);
}
Code to rotate the camera
void Camera::Rotate(f angleX, f angleY) {
Camera::refrence = Vector3D::NormalizeVector(Camera::refrence * cos(angleX)) + (Camera::upVector * sin(angleY));//rot up
Camera::refrence = Vector3D::NormalizeVector((Camera::refrence * cos(angleY)) - (Camera::rightVector * sin(angleX)));//rot side to side
};
Camera::refrence is our lookat point, processing the lookat point is handled as follows
void Camera::LookAt(void) {
gluLookAt(
Camera::position.x, Camera::position.y, Camera::position.z,
Camera::refrence.x, Camera::refrence.y, Camera::refrence.z,
Camera::upVector.x, Camera::upVector.y, Camera::upVector.z
);
};
The camera is defined by a position point (position) a target point (refrence) and a up-vector upVector. If you want to change the orientation of the camera, then you've to rotate the direction vector from the position (position) to the target (refrence) rather then the target point by a Rotation matrix.
Note, since the 2 angles are angles which should change an already rotated view, you've to use a rotation matrix, to rotate the vectors which point in an arbitrary direction.
Write a function which set 3x3 rotation matrix around an arbitrary axis:
void RotateMat(float m[], float angle_radians, float x, float y, float z)
{
float c = cos(angle_radians);
float s = sin(angle_radians);
m[0] = x*x*(1.0f-c)+c; m[1] = x*y*(1.0f-c)-z*s; m[2] = x*z*(1.0f-c)+y*s;
m[3] = y*x*(1.0f-c)+z*s; m[4] = y*y*(1.0f-c)+c; m[5] = y*z*(1.0f-c)-x*s;
m[6] = z*x*(1.0f-c)-y*s; m[7] = z*y*(1.0f-c)+x*s; m[8] = z*z*(1.0f-c)+c };
}
Write a function which rotates a 3 dimensional vector by the matrix:
Vector3D Rotate(float m[], const Vector3D &v)
{
Vector3D rv;
rv.x = m[0] * v.x + m[3] * v.y + m[6] * v.z;
rv.y = m[1] * v.x + m[4] * v.y + m[7] * v.z;
rv.z = m[2] * v.x + m[5] * v.y + m[8] * v.z;
return rv;
}
Calculate the vector form the position to the target:
Vector3D los = Vector3D(refrence.x - position.x, refrence.y - position.y, refrence.z - position.z);
Rotate all the vectors around the z axis of the world by angleX:
float rotX[9];
RotateMat(rotX, angleX, Vector3D(0, 0, 1));
los = Rotate(rotX, los);
upVector = Rotate(rotX, upVector);
Rotate all the vectors around the current y axis of the view by angleY:
float rotY[9];
RotateMat(rotY, angleY, Vector3D(los.x, los.y, 0.0));
los = Rotate(rotY, los);
upVector = Rotate(rotY, upVector);
Calculate the new target point:
refrence = Vector3D(position.x + los.x, position.y + los.y, position.z + los.z);
U_Cam_X_angle is left right rotation.. U_Cam_Y_angle is up down rotation.
view_radius is the view distance (zoom) to U_look_point_x, U_look_point_y and U_look_point_z.
This is ALWAYS a negative number! This is because you are always looking in positive direction. Deeper in the screen is more positive.
This is all in radians.
The last three.. eyeX, eyeY and eyeZ is where the camera is in 3D space.
This code is in VB.net. Find a converter online for VB to C++ or do it manually.
Public Sub set_eyes()
Dim sin_x, sin_y, cos_x, cos_y As Single
sin_x = Sin(U_Cam_X_angle + angle_offset)
cos_x = Cos(U_Cam_X_angle + angle_offset)
cos_y = Cos(U_Cam_Y_angle)
sin_y = Sin(U_Cam_Y_angle)
cam_y = Sin(U_Cam_Y_angle) * view_radius
cam_x = (sin_x - (1 - cos_y) * sin_x) * view_radius
cam_z = (cos_x - (1 - cos_y) * cos_x) * view_radius
Glu.gluLookAt(cam_x + U_look_point_x, cam_y + U_look_point_y, cam_z + U_look_point_z, _
U_look_point_x, U_look_point_y, U_look_point_z, 0.0F, 1.0F, 0.0F)
eyeX = cam_x + U_look_point_x
eyeY = cam_y + U_look_point_y
eyeZ = cam_z + U_look_point_z
End Sub

Create ray from mouse coordinates for 3D picking

My Question
Can someone please link a good article/tutorial/anything or maybe even explain how to correctly cast a ray from the mouse coordinates to pick objects in 3D?
I already have the Ray and intersection works, now I only need to create the ray from the mouse click.
I would just like have something which I know actually should work, thats why I ask the professionals here, not something where I am unsure if it is even correct in the first place.
State right now
I have a ray class, which actually works and detects intersection if I set the origin and direction to be the same as the camera, so when I move the camera it actually selects the right thing.
Now I would like to actually have 3D picking with the mouse, not camera movement.
I have read so many other questions about this, 2 tutorials, and especially so much different math stuff, since I am really not good at it.
But that didn't help me much, because the people there often use some "unproject" functions, which seem to actually be deprecated and which I have no idea how to use and also don't have access to.
Right now I set the ray origin to the camera position and then try to get the direction of the ray from the calculations in this tutorial.
And it works a little bit, meaning the selection works when the camera is pointed at the object and also sometimes along the whole y-axis, I have no idea what is happening.
If someone wants to take a look at my code right now:
public Ray2(Camera cam, float mouseX, float mouseY) {
origin = cam.getEye();
float height = 600;
float width = 600;
float aspect = (float) width / (float) height;
float x = (2.0f * mouseX) / width - 1.0f;
float y = 1.0f - (2.0f * mouseX) / height;
float z = 1.0f;
Vector ray_nds = vecmath.vector(x, y, z);
Vector4f clip = new Vector4f(ray_nds.x(), ray_nds.y(), -1.0f, 1.0f);
Matrix proj = vecmath.perspectiveMatrix(60f, aspect, 0.1f, 100f);
proj = proj.invertRigid();
float tempX = proj.get(0, 0) * clip.x + proj.get(1, 0) * clip.y
+ proj.get(2, 0) * clip.z + proj.get(3, 0) * clip.w;
float tempY = proj.get(0, 1) * clip.x + proj.get(1, 1) * clip.y
+ proj.get(2, 1) * clip.z + proj.get(3, 1) * clip.w;
float tempZ = proj.get(0, 2) * clip.x + proj.get(1, 2) * clip.y
+ proj.get(2, 2) * clip.z + proj.get(3, 2) * clip.w;
float tempW = proj.get(0, 3) * clip.x + proj.get(1, 3) * clip.y
+ proj.get(2, 3) * clip.z + proj.get(3, 3) * clip.w;
Vector4f ray_eye = new Vector4f(tempX, tempY, tempZ, tempW);
ray_eye = new Vector4f(ray_eye.x, ray_eye.y, -1.0f, 0.0f);
Matrix view = cam.getTransformation();
view = view.invertRigid();
tempX = view.get(0, 0) * ray_eye.x + view.get(1, 0) * ray_eye.y
+ view.get(2, 0) * ray_eye.z + view.get(3, 0) * ray_eye.w;
tempY = view.get(0, 1) * ray_eye.x + view.get(1, 1) * ray_eye.y
+ view.get(2, 1) * ray_eye.z + view.get(3, 1) * ray_eye.w;
tempZ = view.get(0, 2) * ray_eye.x + view.get(1, 2) * ray_eye.y
+ view.get(2, 2) * ray_eye.z + view.get(3, 2) * ray_eye.w;
tempW = view.get(0, 3) * ray_eye.x + view.get(1, 3) * ray_eye.y
+ view.get(2, 3) * ray_eye.z + view.get(3, 3) * ray_eye.w;
Vector ray_wor = vecmath.vector(tempX, tempY, tempZ);
// don't forget to normalise the vector at some point
ray_wor = ray_wor.normalize();
direction = ray_wor;
}
First,unproject() method is the way to go.It is not deprecated at all.You can find it implemented in GLM math library for example.Here is my implementation of Ray based 3D picking:
// let's check if this renderable's AABB is clicked:
const glm::ivec2& mCoords = _inputManager->GetMouseCoords();
int mouseY = _viewportHeight - mCoords.y;
//unproject twice to build a ray from near to far plane"
glm::vec3 v0 = glm::unProject(glm::vec3(float(mCoords.x), float(mouseY), 0.0f),_camera->Transform().GetView(),_camera->Transform().GetProjection(), _viewport);
glm::vec3 v1 = glm::unProject(glm::vec3(float(mCoords.x), float(mouseY), 1.0f),_camera->Transform().GetView(),_camera->Transform().GetProjection(), _viewport);
glm::vec3 dir = (v1 - v0);
Ray r(_camera->Transform().GetPosition(),dir);
float ishit ;
//construct AABB:
glm::mat4 aabbMatr = glm::translate(glm::mat4(1.0),renderable->Transform().GetPosition());
aabbMatr = glm::scale(aabbMatr,renderable->Transform().GetScale());
//transforms AABB vertices(need it if the origianl bbox is not axis aligned as in this case)
renderable->GetBoundBox()->RecalcVertices(aabbMatr);
//this method makes typical Ray-AABB intersection test:
if(r.CheckIntersectAABB(*renderable->GetBoundBox().get(),&ishit)){
printf("HIT!\n");
}
But I would suggest you also to take a look at color based 3d picking which is pixel perfect and even easier to implement.

OpenGL - Frustum not culling polygons beyond far plane

I have implemented frustum culling and am checking the bounding box for its intersection with the frustum planes. I added the ability to pause frustum updates which lets me see if the frustum culling has been working correctly. When I turn around after I have paused it, nothing renders behind me and to the left and right side, they taper off as well just as you would expect. Beyond the clip distance (far plane), they still render and I am not sure whether it is a problem with my frustum updating or bounding box checking code or I am using the wrong matrix or what. As I put the distance in the projection matrix at 3000.0f, it still says that bounding boxes well past that are still in the frustum, which isn't the case.
Here is where I create my modelview matrix:
projectionMatrix = glm::perspective(newFOV, 4.0f / 3.0f, 0.1f, 3000.0f);
viewMatrix = glm::mat4(1.0);
viewMatrix = glm::scale(viewMatrix, glm::vec3(1.0, 1.0, -1.0));
viewMatrix = glm::rotate(viewMatrix, anglePitch, glm::vec3(1.0, 0.0, 0.0));
viewMatrix = glm::rotate(viewMatrix, angleYaw, glm::vec3(0.0, 1.0, 0.0));
viewMatrix = glm::translate(viewMatrix, glm::vec3(-x, -y, -z));
modelViewProjectiomMatrix = projectionMatrix * viewMatrix;
The reason I scale it by -1 in the Z direction is because the levels were designed to be rendered with DirectX so I reverse the Z direction.
Here is where I update my frustum:
void CFrustum::calculateFrustum()
{
glm::mat4 mat = camera.getModelViewProjectionMatrix();
// Calculate the LEFT side
m_Frustum[LEFT][A] = (mat[0][3]) + (mat[0][0]);
m_Frustum[LEFT][B] = (mat[1][3]) + (mat[1][0]);
m_Frustum[LEFT][C] = (mat[2][3]) + (mat[2][0]);
m_Frustum[LEFT][D] = (mat[3][3]) + (mat[3][0]);
// Calculate the RIGHT side
m_Frustum[RIGHT][A] = (mat[0][3]) - (mat[0][0]);
m_Frustum[RIGHT][B] = (mat[1][3]) - (mat[1][0]);
m_Frustum[RIGHT][C] = (mat[2][3]) - (mat[2][0]);
m_Frustum[RIGHT][D] = (mat[3][3]) - (mat[3][0]);
// Calculate the TOP side
m_Frustum[TOP][A] = (mat[0][3]) - (mat[0][1]);
m_Frustum[TOP][B] = (mat[1][3]) - (mat[1][1]);
m_Frustum[TOP][C] = (mat[2][3]) - (mat[2][1]);
m_Frustum[TOP][D] = (mat[3][3]) - (mat[3][1]);
// Calculate the BOTTOM side
m_Frustum[BOTTOM][A] = (mat[0][3]) + (mat[0][1]);
m_Frustum[BOTTOM][B] = (mat[1][3]) + (mat[1][1]);
m_Frustum[BOTTOM][C] = (mat[2][3]) + (mat[2][1]);
m_Frustum[BOTTOM][D] = (mat[3][3]) + (mat[3][1]);
// Calculate the FRONT side
m_Frustum[FRONT][A] = (mat[0][3]) + (mat[0][2]);
m_Frustum[FRONT][B] = (mat[1][3]) + (mat[1][2]);
m_Frustum[FRONT][C] = (mat[2][3]) + (mat[2][2]);
m_Frustum[FRONT][D] = (mat[3][3]) + (mat[3][2]);
// Calculate the BACK side
m_Frustum[BACK][A] = (mat[0][3]) - (mat[0][2]);
m_Frustum[BACK][B] = (mat[1][3]) - (mat[1][2]);
m_Frustum[BACK][C] = (mat[2][3]) - (mat[2][2]);
m_Frustum[BACK][D] = (mat[3][3]) - (mat[3][2]);
// Normalize all the sides
NormalizePlane(m_Frustum, LEFT);
NormalizePlane(m_Frustum, RIGHT);
NormalizePlane(m_Frustum, TOP);
NormalizePlane(m_Frustum, BOTTOM);
NormalizePlane(m_Frustum, FRONT);
NormalizePlane(m_Frustum, BACK);
}
And finally, where I check the bounding box:
bool CFrustum::BoxInFrustum( float x, float y, float z, float x2, float y2, float z2)
{
// Go through all of the corners of the box and check then again each plane
// in the frustum. If all of them are behind one of the planes, then it most
// like is not in the frustum.
for(int i = 0; i < 6; i++ )
{
if(m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue;
if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0) continue;
// If we get here, it isn't in the frustum
return false;
}
// Return a true for the box being inside of the frustum
return true;
}
I've noticed a few things, particularly with how you set up the projection matrix. For starters, gluProject doesn't return a value, unless you're using some kind of wrapper or weird api. gluLookAt is used more often.
Next, assuming the scale, rotate, and translate functions are intended to change the modelview matrix, you need to reverse their order. OpenGL doesn't actually move objects around; instead it effectively moves the origin around, and renders each object using the new definition of <0,0,0>. Thus you 'move' to where you want it to render, then you rotate the axes as needed, then you stretch out the grid.
As for the clipping problem, you may want to give glClipPlane() a good look over. If everything else mostly works, but there seems to be some rounding error, try changing the near clipping plane in your perspective(,,,) function from 0.1 to 1.0 (smaller values tend to mess with the z-buffer).
I see a lot of unfamiliar syntax, so I think you're using some kind of wrapper; but here are some (Qt) code fragments from my own GL project that I use. Might help, dunno:
//This gets called during resize, as well as once during initialization
void GLWidget::resizeGL(int width, int height) {
int side = qMin(width, height);
padX = (width-side)/2.0;
padY = (height-side)/2.0;
glViewport(padX, padY, side, side);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, 1.0, 1.0, 2400.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//This fragment gets called at the top of every paint event:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glLightfv(GL_LIGHT0, GL_POSITION, FV0001);
camMain.stepVars();
gluLookAt(camMain.Pos[0],camMain.Pos[1],camMain.Pos[2],
camMain.Aim[0],camMain.Aim[1],camMain.Aim[2],
0.0,1.0,0.0);
glPolygonMode(GL_FRONT_AND_BACK, drawMode);
//And this fragment represents a typical draw event
void GLWidget::drawFleet(tFleet* tIn) {
if (tIn->firstShip != 0){
glPushMatrix();
glTranslatef(tIn->Pos[0], tIn->Pos[1], tIn->Pos[2]);
glRotatef(tIn->Yaw, 0.0, 1.0, 0.0);
glRotatef(tIn->Pitch,0,0,1);
drawShip(tIn->firstShip);
glPopMatrix();
}
}
I'm working on the assumption that you're newish to GL, so my apologies if I come off as a little pedantic.
I had the same problem.
Given Vinny Rose's answer, I checked the function that creates a normalized plane, and found an error.
This is the corrected version, with the incorrect calculation commented out:
plane plane_normalized(float A, float B, float C, float D) {
// Wrong, this is not a 4D vector
// float nf = 1.0f / sqrtf(A * A + B * B + C * C + D * D);
// Correct
float nf = 1.0f / sqrtf(A * A + B * B + C * C);
return (plane) {{
nf * A,
nf * B,
nf * C,
nf * D
}};
}
My guess is that your NormalizePlane function does something similar.
The point of normalizing is to have a plane in Hessian normal form so that we can do easy half-space tests. If you normalize the plane as you would a four-dimensional vector, the normal direction [A, B, C] is still correct but the offset D is not.
I think you'd get correct results when testing points against the top, bottom, left and right planes because they pass through the origin, and the near plane might be close enough to not notice. (Bounding sphere tests would fail.)
The frustum cull worked as expected for me when I restored the correct normalization.
Here's what I think is happening: The far plane is getting defined correctly but in my testing the D value of that plane is coming out much too small. So objects are getting accepted as being on the correct side of the far plane because the math is forcing the far plane to actually be much farther away than you want.
Try a different approach: (http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-extracting-the-planes/)
float tang = tanf(fov * PI / 360.0f);
float nh = near * tang; // near height
float nw = nh * aspect; // near width
float fh = far * tang; // far height
float fw = fh * aspect; // far width
glm::vec3 p,nc,fc,X,Y,Z,Xnw,Ynh;
//camera position
p = glm::vec3(viewMatrix[3][0],viewMatrix[3][1],viewMatrix[3][2]);
// the left vector
glm::vec3 X = glm::vec3(viewMatrix[0][0], viewMatrix[1][0], viewMatrix[2][0]);
// the up vector
glm::vec3 Y = glm::vec3(viewMatrix[0][1], viewMatrix[1][1], viewMatrix[2][1]);
// the look vector
glm::vec3 Z = glm::vec3(viewMatrix[0][2], viewMatrix[1][2], viewMatrix[2][2]);
nc = p - Z * near; // center of the near plane
fc = p - Z * far; // center of the far plane
// the distance to get to the left or right edge of the near plane from nc
Xnw = X * nw;
// the distance to get to top or bottom of the near plane from nc
Ynh = Y * nh;
// the distance to get to the left or right edge of the far plane from fc
Xfw = X * fw;
// the distance to get to top or bottom of the far plane from fc
Yfh = Y * fh;
ntl = nc + Ynh - Xnw; // "near top left"
ntr = nc + Ynh + Xnw; // "near top right" and so on
nbl = nc - Ynh - Xnw;
nbr = nc - Ynh + Xnw;
ftl = fc + Yfh - Xfw;
ftr = fc + Yfh + Xfw;
fbl = fc - Yfh - Xfw;
fbr = fc - Yfh + Xfw;
m_Frustum[TOP] = planeWithPoints(ntr,ntl,ftl);
m_Frustum[BOTTOM] = planeWithPoints(nbl,nbr,fbr);
m_Frustum[LEFT] = planeWithPoints(ntl,nbl,fbl);
m_Frustum[RIGHT] = planeWithPoints(nbr,ntr,fbr);
m_Frustum[FRONT] = planeWithPoints(ntl,ntr,nbr);
m_Frustum[BACK] = planeWithPoints(ftr,ftl,fbl);
// Normalize all the sides
NormalizePlane(m_Frustum, LEFT);
NormalizePlane(m_Frustum, RIGHT);
NormalizePlane(m_Frustum, TOP);
NormalizePlane(m_Frustum, BOTTOM);
NormalizePlane(m_Frustum, FRONT);
NormalizePlane(m_Frustum, BACK);
Then planeWithPoints would be something like:
planeWithPoints(glm::vec3 a, glm::vec3 b, glm::vec3 c){
double A = a.y * (b.z - c.z) + b.y * (c.z - a.z) + c.y * (a.z - b.z);
double B = a.z * (b.x - c.x) + b.z * (c.x - a.x) + c.z * (a.x - b.x);
double C = a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y);
double D = -(a.x * (b.y * c.z - c.y * b.z) + b.x * (c.y * a.z - a.y * c.z) + c.x * (a.y * b.z - b.y * a.z));
return glm::vec4(A,B,C,D);
}
I didn't test any of the above. But the original reference is there if you need it.
Previous Answer:
OpenGL and GLSL matrices are stored and accessed in column-major order when the matrix is represented by a 2D array. This is also true with GLM as they follow the GLSL standards.
You need to change your frustum creation to the following.
// Calculate the LEFT side (column1 + column4)
m_Frustum[LEFT][A] = (mat[3][0]) + (mat[0][0]);
m_Frustum[LEFT][B] = (mat[3][1]) + (mat[0][1]);
m_Frustum[LEFT][C] = (mat[3][2]) + (mat[0][2]);
m_Frustum[LEFT][D] = (mat[3][3]) + (mat[0][3]);
// Calculate the RIGHT side (-column1 + column4)
m_Frustum[RIGHT][A] = (mat[3][0]) - (mat[0][0]);
m_Frustum[RIGHT][B] = (mat[3][1]) - (mat[0][1]);
m_Frustum[RIGHT][C] = (mat[3][2]) - (mat[0][2]);
m_Frustum[RIGHT][D] = (mat[3][3]) - (mat[0][3]);
// Calculate the TOP side (-column2 + column4)
m_Frustum[TOP][A] = (mat[3][0]) - (mat[1][0]);
m_Frustum[TOP][B] = (mat[3][1]) - (mat[1][1]);
m_Frustum[TOP][C] = (mat[3][2]) - (mat[1][2]);
m_Frustum[TOP][D] = (mat[3][3]) - (mat[1][3]);
// Calculate the BOTTOM side (column2 + column4)
m_Frustum[BOTTOM][A] = (mat[3][0]) + (mat[1][0]);
m_Frustum[BOTTOM][B] = (mat[3][1]) + (mat[1][1]);
m_Frustum[BOTTOM][C] = (mat[3][2]) + (mat[1][2]);
m_Frustum[BOTTOM][D] = (mat[3][3]) + (mat[1][3]);
// Calculate the FRONT side (column3 + column4)
m_Frustum[FRONT][A] = (mat[3][0]) + (mat[2][0]);
m_Frustum[FRONT][B] = (mat[3][1]) + (mat[2][1]);
m_Frustum[FRONT][C] = (mat[3][2]) + (mat[2][2]);
m_Frustum[FRONT][D] = (mat[3][3]) + (mat[2][3]);
// Calculate the BACK side (-column3 + column4)
m_Frustum[BACK][A] = (mat[3][0]) - (mat[2][0]);
m_Frustum[BACK][B] = (mat[3][1]) - (mat[2][1]);
m_Frustum[BACK][C] = (mat[3][2]) - (mat[2][2]);
m_Frustum[BACK][D] = (mat[3][3]) - (mat[2][3]);