UE4投影矩阵[通俗易懂]
通俗易懂 矩阵 投影 UE4
2023-06-13 09:14:59 时间
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UE4投影矩阵
正交投影
class FOrthoMatrix
: public FMatrix
{
public:
/** * Constructor * * @param Width view space width * @param Height view space height * @param ZScale scale in the Z axis * @param ZOffset offset in the Z axis */
FOrthoMatrix(float Width,float Height,float ZScale,float ZOffset);
};
class FReversedZOrthoMatrix : public FMatrix
{
public:
FReversedZOrthoMatrix(float Width,float Height,float ZScale,float ZOffset);
};
FORCEINLINE FOrthoMatrix::FOrthoMatrix(float Width,float Height,float ZScale,float ZOffset)
: FMatrix(
FPlane((Width)? (1.0f / Width) : 1.0f, 0.0f, 0.0f, 0.0f),
FPlane(0.0f, (Height)? (1.0f / Height) : 1.f, 0.0f, 0.0f),
FPlane(0.0f, 0.0f, ZScale, 0.0f),
FPlane(0.0f, 0.0f, ZOffset * ZScale, 1.0f)
)
{
}
FORCEINLINE FReversedZOrthoMatrix::FReversedZOrthoMatrix(float Width,float Height,float ZScale,float ZOffset)
: FMatrix(
FPlane((Width)? (1.0f / Width) : 1.0f, 0.0f, 0.0f, 0.0f),
FPlane(0.0f, (Height)? (1.0f / Height) : 1.f, 0.0f, 0.0f),
FPlane(0.0f, 0.0f, -ZScale, 0.0f),
FPlane(0.0f, 0.0f, 1.0 - ZOffset * ZScale, 1.0f)
)
{
}
透视投影
class FPerspectiveMatrix
: public FMatrix
{
public:
// Note: the value of this must match the mirror in Common.usf!
#define Z_PRECISION 0.0f
/** * Constructor * * @param HalfFOVX Half FOV in the X axis * @param HalfFOVY Half FOV in the Y axis * @param MultFOVX multiplier on the X axis * @param MultFOVY multiplier on the y axis * @param MinZ distance to the near Z plane * @param MaxZ distance to the far Z plane */
FPerspectiveMatrix(float HalfFOVX, float HalfFOVY, float MultFOVX, float MultFOVY, float MinZ, float MaxZ);
/** * Constructor * * @param HalfFOV half Field of View in the Y direction * @param Width view space width * @param Height view space height * @param MinZ distance to the near Z plane * @param MaxZ distance to the far Z plane * @note that the FOV you pass in is actually half the FOV, unlike most perspective matrix functions (D3DXMatrixPerspectiveFovLH). */
FPerspectiveMatrix(float HalfFOV, float Width, float Height, float MinZ, float MaxZ);
/** * Constructor * * @param HalfFOV half Field of View in the Y direction * @param Width view space width * @param Height view space height * @param MinZ distance to the near Z plane * @note that the FOV you pass in is actually half the FOV, unlike most perspective matrix functions (D3DXMatrixPerspectiveFovLH). */
FPerspectiveMatrix(float HalfFOV, float Width, float Height, float MinZ);
};
class FReversedZPerspectiveMatrix : public FMatrix
{
public:
FReversedZPerspectiveMatrix(float HalfFOVX, float HalfFOVY, float MultFOVX, float MultFOVY, float MinZ, float MaxZ);
FReversedZPerspectiveMatrix(float HalfFOV, float Width, float Height, float MinZ, float MaxZ);
FReversedZPerspectiveMatrix(float HalfFOV, float Width, float Height, float MinZ);
};
#if _MSC_VER
#pragma warning (push)
// Disable possible division by 0 warning
#pragma warning (disable : 4723)
#endif
FORCEINLINE FPerspectiveMatrix::FPerspectiveMatrix(float HalfFOVX, float HalfFOVY, float MultFOVX, float MultFOVY, float MinZ, float MaxZ)
: FMatrix(
FPlane(MultFOVX / FMath::Tan(HalfFOVX), 0.0f, 0.0f, 0.0f),
FPlane(0.0f, MultFOVY / FMath::Tan(HalfFOVY), 0.0f, 0.0f),
FPlane(0.0f, 0.0f, ((MinZ == MaxZ) ? (1.0f - Z_PRECISION) : MaxZ / (MaxZ - MinZ)), 1.0f),
FPlane(0.0f, 0.0f, -MinZ * ((MinZ == MaxZ) ? (1.0f - Z_PRECISION) : MaxZ / (MaxZ - MinZ)), 0.0f)
)
{
}
FORCEINLINE FPerspectiveMatrix::FPerspectiveMatrix(float HalfFOV, float Width, float Height, float MinZ, float MaxZ)
: FMatrix(
FPlane(1.0f / FMath::Tan(HalfFOV), 0.0f, 0.0f, 0.0f),
FPlane(0.0f, Width / FMath::Tan(HalfFOV) / Height, 0.0f, 0.0f),
FPlane(0.0f, 0.0f, ((MinZ == MaxZ) ? (1.0f - Z_PRECISION) : MaxZ / (MaxZ - MinZ)), 1.0f),
FPlane(0.0f, 0.0f, -MinZ * ((MinZ == MaxZ) ? (1.0f - Z_PRECISION) : MaxZ / (MaxZ - MinZ)), 0.0f)
)
{
}
FORCEINLINE FPerspectiveMatrix::FPerspectiveMatrix(float HalfFOV, float Width, float Height, float MinZ)
: FMatrix(
FPlane(1.0f / FMath::Tan(HalfFOV), 0.0f, 0.0f, 0.0f),
FPlane(0.0f, Width / FMath::Tan(HalfFOV) / Height, 0.0f, 0.0f),
FPlane(0.0f, 0.0f, (1.0f - Z_PRECISION), 1.0f),
FPlane(0.0f, 0.0f, -MinZ * (1.0f - Z_PRECISION), 0.0f)
)
{
}
FORCEINLINE FReversedZPerspectiveMatrix::FReversedZPerspectiveMatrix(float HalfFOVX, float HalfFOVY, float MultFOVX, float MultFOVY, float MinZ, float MaxZ)
: FMatrix(
FPlane(MultFOVX / FMath::Tan(HalfFOVX), 0.0f, 0.0f, 0.0f),
FPlane(0.0f, MultFOVY / FMath::Tan(HalfFOVY), 0.0f, 0.0f),
FPlane(0.0f, 0.0f, ((MinZ == MaxZ) ? 0.0f : MinZ / (MinZ - MaxZ)), 1.0f),
FPlane(0.0f, 0.0f, ((MinZ == MaxZ) ? MinZ : -MaxZ * MinZ / (MinZ - MaxZ)), 0.0f)
)
{
}
FORCEINLINE FReversedZPerspectiveMatrix::FReversedZPerspectiveMatrix(float HalfFOV, float Width, float Height, float MinZ, float MaxZ)
: FMatrix(
FPlane(1.0f / FMath::Tan(HalfFOV), 0.0f, 0.0f, 0.0f),
FPlane(0.0f, Width / FMath::Tan(HalfFOV) / Height, 0.0f, 0.0f),
FPlane(0.0f, 0.0f, ((MinZ == MaxZ) ? 0.0f : MinZ / (MinZ - MaxZ)), 1.0f),
FPlane(0.0f, 0.0f, ((MinZ == MaxZ) ? MinZ : -MaxZ * MinZ / (MinZ - MaxZ)), 0.0f)
)
{
}
FORCEINLINE FReversedZPerspectiveMatrix::FReversedZPerspectiveMatrix(float HalfFOV, float Width, float Height, float MinZ)
: FMatrix(
FPlane(1.0f / FMath::Tan(HalfFOV), 0.0f, 0.0f, 0.0f),
FPlane(0.0f, Width / FMath::Tan(HalfFOV) / Height, 0.0f, 0.0f),
FPlane(0.0f, 0.0f, 0.0f, 1.0f),
FPlane(0.0f, 0.0f, MinZ, 0.0f)
)
{
}
使用
FMinimalViewInfo::CalculateProjectionMatrixGivenView(ControllingActorViewInfo, AspectRatioAxisConstraint, Viewport, /*inout*/ ViewInitOptions);
{
if (ViewInfo.ProjectionMode == ECameraProjectionMode::Orthographic)
{
const float YScale = 1.0f / ViewInfo.AspectRatio;
const float OrthoWidth = ViewInfo.OrthoWidth / 2.0f;
const float OrthoHeight = ViewInfo.OrthoWidth / 2.0f * YScale;
const float NearPlane = ViewInfo.OrthoNearClipPlane;
const float FarPlane = ViewInfo.OrthoFarClipPlane;
const float ZScale = 1.0f / (FarPlane - NearPlane);
const float ZOffset = -NearPlane;
InOutProjectionData.ProjectionMatrix = FReversedZOrthoMatrix(
OrthoWidth,
OrthoHeight,
ZScale,
ZOffset
);
}
else
{
// Avoid divide by zero in the projection matrix calculation by clamping FOV
InOutProjectionData.ProjectionMatrix = FReversedZPerspectiveMatrix(
FMath::Max(0.001f, ViewInfo.FOV) * (float)PI / 360.0f,
ViewInfo.AspectRatio,
1.0f,
GNearClippingPlane );
}
}
参考链接
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