J'utilise Java et OpenGL (LWJGL) pour configurer certaines matrices, je ne voulais pas utiliser les méthodes intégrées car je veux aussi que cela fonctionne sur Android et donc en utilisant les classes Matrix de LWJGL ne serait pas Être approprié. Actuellement, je mets en place une vue en perspective, en utilisant un fov de 70, znear 0.1, zfar 1000. Rotation en utilisant la configuration actuelle seulement des résultats étranges, ne tourne pas correctement, et les objets sont étrangement échelonnés et souvent disparaissent.OpenGL 2.0 Matrices ne fonctionnant pas
Voici la classe Matrix4D:
public class Matrix4D {
/* The values within this matrix */
public float[] values;
/* The default constructor */
public Matrix4D() {
//Create the values
this.values = new float[16];
}
/* The constructor with the values given */
public Matrix4D(float[] values) {
//Create the values
this.values = values;
}
/* The constructor with the values given */
public Matrix4D(float[][] values) {
//Load the values
load(values);
}
/* The method used to set the values given a 2 dimensional array */
public void load(float[][] values) {
this.values = new float[] {
values[0][0], values[0][1], values[0][2], values[0][3],
values[1][0], values[1][1], values[1][2], values[1][3],
values[2][0], values[2][1], values[2][2], values[2][3],
values[3][0], values[3][1], values[3][2], values[3][3]
};
}
/* The method used to get a value using the coordinate within this matrix */
public float get(int x, int y) {
//Get the position
int position = x + (y * 4);
//Return the value
return this.values[position];
}
/* The method used to return a string representation of this matrix */
public String toString() {
//Return the string
return "[ " + this.values[0] + " " + this.values[1] + " " + + this.values[2] + " " + + this.values[3] + " ]" + "\n" +
"[ " + this.values[4] + " " + this.values[5] + " " + + this.values[6] + " " + + this.values[7] + " ]" + "\n" +
"[ " + this.values[8] + " " + this.values[9] + " " + + this.values[10] + " " + + this.values[11] + " ]" + "\n" +
"[ " + this.values[12] + " " + this.values[13] + " " + + this.values[14] + " " + + this.values[15] + " ]";
}
/* The method used to get the values */
public float[] getValues() { return this.values; }
/* The method used to get the values in a 2D array */
public float[][] getValues2DArray() {
//The array
float[][] array = new float[4][4];
//Go through each value
int column = 0;
int row = 0;
while (column * row < array.length) {
row ++;
if (row >= 4) {
column++;
row = 0;
}
array[column][row] = this.values[column * row];
}
//Return the array
return array;
}
}
Voici la classe Matrix (Utilisé pour la configuration et effectuer des calculs sur une matrice):
public class Matrix {
/* The different matrices */
public static Matrix4D modelMatrix = new Matrix4D();
public static Matrix4D viewMatrix = new Matrix4D();
public static Matrix4D projectionMatrix = new Matrix4D();
public static Matrix4D modelViewProjectionMatrix = new Matrix4D();
/* The static method used to load an identity matrix */
public static void loadIdentity(Matrix4D matrix) {
//Load the identity matrix
matrix.load(new float[][] {
new float[] { 1, 0, 0, 0 },
new float[] { 0, 1, 0, 0 },
new float[] { 0, 0, 1, 0 },
new float[] { 0, 0, 0, 1 },
});
}
/* The static method used to add two matrices together */
public static Matrix4D add(Matrix4D matrixA, Matrix4D matrixB) {
//Create a new matrix
Matrix4D matrix = new Matrix4D();
//Go through each value
for (int a = 0; a < matrix.values.length; a++)
//Assign the current value
matrix.values[a] = matrixA.values[a] + matrixB.values[a];
//Return the matrix
return matrix;
}
/* The static method used to subtract a matrix (B) from another (A) */
public static Matrix4D subtract(Matrix4D matrixA, Matrix4D matrixB) {
//Create a new matrix
Matrix4D matrix = new Matrix4D();
//Go through each value
for (int a = 0; a < matrix.values.length; a++)
//Assign the current value
matrix.values[a] = matrixB.values[a] - matrixA.values[a];
//Return the matrix
return matrix;
}
/* The static method used to multiply two matrices together */
public static Matrix4D multiply(Matrix4D matrixA, Matrix4D matrixB) {
//Create a new matrix
Matrix4D matrix = new Matrix4D(new float[][] {
new float[] {
(matrixA.values[0] * matrixB.values[0]) + (matrixA.values[1] * matrixB.values[4]) + (matrixA.values[2] * matrixB.values[8]) + (matrixA.values[3] * matrixB.values[12]),
(matrixA.values[0] * matrixB.values[1]) + (matrixA.values[1] * matrixB.values[5]) + (matrixA.values[2] * matrixB.values[9]) + (matrixA.values[3] * matrixB.values[13]),
(matrixA.values[0] * matrixB.values[2]) + (matrixA.values[1] * matrixB.values[6]) + (matrixA.values[2] * matrixB.values[10]) + (matrixA.values[3] * matrixB.values[14]),
(matrixA.values[0] * matrixB.values[3]) + (matrixA.values[1] * matrixB.values[7]) + (matrixA.values[2] * matrixB.values[11]) + (matrixA.values[3] * matrixB.values[15])
},
new float[] {
(matrixA.values[4] * matrixB.values[0]) + (matrixA.values[5] * matrixB.values[4]) + (matrixA.values[6] * matrixB.values[8]) + (matrixA.values[7] * matrixB.values[12]),
(matrixA.values[4] * matrixB.values[1]) + (matrixA.values[5] * matrixB.values[5]) + (matrixA.values[6] * matrixB.values[9]) + (matrixA.values[7] * matrixB.values[13]),
(matrixA.values[4] * matrixB.values[2]) + (matrixA.values[5] * matrixB.values[6]) + (matrixA.values[6] * matrixB.values[10]) + (matrixA.values[7] * matrixB.values[14]),
(matrixA.values[4] * matrixB.values[3]) + (matrixA.values[5] * matrixB.values[7]) + (matrixA.values[6] * matrixB.values[11]) + (matrixA.values[7] * matrixB.values[15])
},
new float[] {
(matrixA.values[8] * matrixB.values[0]) + (matrixA.values[9] * matrixB.values[4]) + (matrixA.values[10] * matrixB.values[8]) + (matrixA.values[11] * matrixB.values[12]),
(matrixA.values[8] * matrixB.values[1]) + (matrixA.values[9] * matrixB.values[5]) + (matrixA.values[10] * matrixB.values[9]) + (matrixA.values[11] * matrixB.values[13]),
(matrixA.values[8] * matrixB.values[2]) + (matrixA.values[9] * matrixB.values[6]) + (matrixA.values[10] * matrixB.values[10]) + (matrixA.values[11] * matrixB.values[14]),
(matrixA.values[8] * matrixB.values[3]) + (matrixA.values[9] * matrixB.values[7]) + (matrixA.values[10] * matrixB.values[11]) + (matrixA.values[11] * matrixB.values[15])
},
new float[] {
(matrixA.values[12] * matrixB.values[0]) + (matrixA.values[13] * matrixB.values[4]) + (matrixA.values[14] * matrixB.values[8]) + (matrixA.values[15] * matrixB.values[12]),
(matrixA.values[12] * matrixB.values[1]) + (matrixA.values[13] * matrixB.values[5]) + (matrixA.values[14] * matrixB.values[9]) + (matrixA.values[15] * matrixB.values[13]),
(matrixA.values[12] * matrixB.values[2]) + (matrixA.values[13] * matrixB.values[6]) + (matrixA.values[14] * matrixB.values[10]) + (matrixA.values[15] * matrixB.values[14]),
(matrixA.values[12] * matrixB.values[3]) + (matrixA.values[13] * matrixB.values[7]) + (matrixA.values[14] * matrixB.values[11]) + (matrixA.values[15] * matrixB.values[15])
}
});
//Return the matrix
return matrix;
}
/* The static method used to transpose a matrix */
public static Matrix4D transpose(Matrix4D matrix) {
//Get the values from the matrix
float[][] values = matrix.getValues2DArray();
//The new values
float[][] newValues = new float[4][4];
//Go through the array
for (int y = 0; y < values.length; y++) {
for (int x = 0; x < values[y].length; x++) {
//Assign the new value
newValues[x][y] = values[y][x];
}
}
//Return the matrix
return new Matrix4D(newValues);
}
/* The static method used to translate a matrix */
public static Matrix4D translate(Matrix4D matrix, Vector3D vector) {
//The transform matrix
Matrix4D transform = new Matrix4D(new float[][] {
new float[] { 0, 0, 0, vector.x },
new float[] { 0, 0, 0, vector.y },
new float[] { 0, 0, 0, vector.z },
new float[] { 0, 0, 0, 0 },
});
//Add onto the matrix and return the result
return add(matrix, transform);
}
/* The static method used to rotate a matrix */
public static Matrix4D rotate(Matrix4D matrix, float angle, int x, int y, int z) {
//The transform matrix
Matrix4D transform = new Matrix4D();
//Calculate the values needed
float cos = (float) Math.cos(angle);
float sin = (float) Math.sin(angle);
//Check the x y and z values
if (x == 1) {
transform.load(new float[][] {
new float[] { 0, 0, 0, 0 },
new float[] { 0, cos, -sin, 0 },
new float[] { 0, sin, cos, 0 },
new float[] { 0, 0, 0, 0 },
});
} else if (y == 1) {
transform.load(new float[][] {
new float[] { cos, 0, sin, 0 },
new float[] { 0, 0, 0, 0 },
new float[] { -sin, 0, cos, 0 },
new float[] { 0, 0, 0, 0 },
});
} else if (z == 1) {
transform.load(new float[][] {
new float[] { cos, -sin, 0, 0 },
new float[] { sin, cos, 0, 0 },
new float[] { 0, 0, 0, 0 },
new float[] { 0, 0, 0, 0 },
});
}
//Add onto the matrix and return the result
return add(matrix, transform);
}
/* The static method used to scale a matrix */
public static Matrix4D scale(Matrix4D matrix, Vector3D vector) {
//The transform matrix
Matrix4D transform = new Matrix4D(new float[][] {
new float[] { vector.x, 0, 0, 0 },
new float[] { 0, vector.y, 0, 0 },
new float[] { 0, 0, vector.z, 0 },
new float[] { 0, 0, 0, 0 },
});
//Add onto the matrix and return the result
return add(matrix, transform);
}
/* The static method used to return an orthographic projection matrix */
public static Matrix4D ortho(float left, float right, float top, float bottom, float zfar, float znear) {
return new Matrix4D(new float[][] {
new float[] { 2/(right - left), 0, 0, -((right + left)/(right - left)) },
new float[] { 0, 2/(top - bottom), 0, -((top + bottom)/(top - bottom)) },
new float[] { 0, 0, -2/(zfar - znear), -((zfar + znear)/(zfar - znear)) },
new float[] { 0, 0, 0, 1 },
});
}
/* The static method used to return a perspective projection matrix */
public static Matrix4D perspective(float fov, float aspect, float zNear, float zFar) {
float f = (float) (1f/Math.tan(fov/2f));
return new Matrix4D(new float[][] {
new float[] { f/aspect, 0, 0, 0 },
new float[] { 0, f, 0, 0 },
new float[] { 0, 0, (zFar + zNear)/(zFar - zNear), (2 * zFar * zNear)/(zNear - zFar) },
new float[] { 0, 0, -1, 0 },
});
}
}
Enfin, la méthode utilisée pour la configuration du point de vue/projection orthographique est:
/* The static method to setup an orthographic view given the width, height
* znear and zfar values */
public static void setupOrtho(float width, float height, float znear , float zfar) {
Matrix.loadIdentity(Matrix.modelMatrix);
Matrix.loadIdentity(Matrix.viewMatrix);
Matrix.projectionMatrix = Matrix.ortho(0, width, 0, height, znear, zfar);
}
/* The static method used to setup a perspective view given the
* fov, z near and z far value */
public static void setupPerspective(float fov, float zNear, float zFar) {
setupPerspective(fov, (float) (Settings.Window.Width/Settings.Window.Height), zNear, zFar);
}
/* The static method used to setup a perspective view given the
* fov, aspect ratio, z near and z far values */
public static void setupPerspective(float fov, float aspect, float zNear, float zFar) {
Matrix.loadIdentity(Matrix.modelMatrix);
Matrix.loadIdentity(Matrix.viewMatrix);
Matrix.projectionMatrix = Matrix.perspective(fov, aspect, zNear, zFar);
}
Pour rendre tout cela et passer les matrices à le shader que j'utilise
//Multiply the matrices together
Matrix4D modelViewMatrix = Matrix.multiply(Matrix.modelMatrix, Matrix.viewMatrix);
Matrix.modelViewProjectionMatrix = (Matrix.multiply(modelViewMatrix, Matrix.projectionMatrix));
System.out.println(Matrix.modelViewProjectionMatrix.toString() + "\n");
Et dans le shader je multiplie la position actuelle des sommets par la projection de la vue du modèle marix.
Voici une image de ce à quoi il ressemble actuellement.
Je viens d'essayer, mais pas tout à fait raison. J'ai ajouté quelques photos de ce qui se passe. Cela aurait-il quelque chose à voir avec l'ordre des transformations, je pense que je suis en train de mettre à l'échelle, de tourner puis de traduire. – 2851999
Vous ne calculez pas correctement vos matrices de translation, de rotation et d'échelle correctement. Pour appliquer correctement la transformation à la matrice que vous passez à la fonction, vous devez multiplier la nouvelle plutôt que d'ajouter. Vous devez également avoir 1s dans la diagonale principale pour que cela fonctionne. –