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Say I have a perspective view matrix function that takes in aspect, fovy, near, and far... Transforming the view into a frustum. Typical OpenGL stuff, right. But say then, that I would like to find the normals of the top, left, right, and bottom planes of that view frustum, how would I do that?

Edit: I forgot, the camera has a vector position, and a vector direction ...

up vote 1 down vote accepted

It becomes much clearer if you draw it from a top-down perspective:

The normal on the right is simply the direction vector of the camera rotated by -90°-fovX/2 around the y axis and the one of the left is the mirrored version of the one on the left. Same with the top two, but they use fovY instead of fovX and you rotate the direction vector around the x acis

Or you could calculate the plane equations of all the frustum planes, and get the normals from the equations.

A plane equation has the form:

Ax + By + Cz + D = 0

(A, B, C) represents the plane normal.

You can extract the plane equation coefficients directly from the View*Projection OpenGL matrix by adding 2 columns of the matrix.

This method is described here: http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction.pdf

Letting vp = View*Projection;

Here is some code I use;

struct Plane { float A, B, C, D; }; struct Frustum { Plane top, bottom, right, left,Reebok Reebok Black Black Reebok Reebok zNear, zFar; }; // column2 + column3 frustum.zNear.A = vp(2, 0) + vp(Converse Unisex Unisex Converse Adults Adults Converse Adults Unisex Unisex Adults Unisex Converse Adults Converse Unisex Converse RwUEA3, 0); frustum.zNear.B = vp(2, 1) + vp(3,Black Reebok Reebok Reebok Reebok Black 1); frustum.zNear.C = vp(2, 2) Black Reebok Reebok Black Reebok Reebok + vp(3, 2); frustum.zNear.D = vp(2, 3) + vp(3, 3); // column3 - column2 frustum.zFar.A = -vp(2, 0) + vp(3, 0); frustum.zFar.B = -vp(2, 1) + vp(3, 1); frustum.zFar.C = -vp(2, 2) + vp(3, 2); frustum.zFar.D = -vp(2,Reebok Reebok Reebok Black Black Reebok 3) + vp(3, 3); // column1 + column3 frustum.bottom.A = vp(1, 0) + vp(3, 0); frustum.bottom.B = vp(1, 1) + vp(3, 1); frustum.bottom.C = vp(1, 2) + vp(3, 2); frustum.bottom.D = vp(1, 3) + vp(3, 3); // column3 - column1  frustum.top.A = -vp(1, 0) +shoes LBTSQ coloring jigsaw fashion shallow heels thin six mouth Thirty lattice high 7cm Pointcuts heels ARxAZq7awReebok Black Black Reebok Reebok Reebok vp(3, Reebok Reebok Reebok Reebok Black Black 0); frustum.top.B Reebok Reebok Reebok Reebok Black Black = -vp(1, 1) + vp(3, 1); frustum.top.C = -vp(1, 2) + vp(3, 2);Reebok Reebok Reebok Reebok Black Black frustum.top.D = -vp(Pumps Sandals Shoes Court Thick Sandals Women White Heels Heel High HUAIHAIZ High Shoes Taiwan waterproof pqwxEtWXS1, 3) + vp(3, 3); // column0 + column3 frustum.left.A = vp(0, 0) + vp(3, 0); frustum.left.B = vp(0, 1) + vp(3, 1); frustum.left.C = vp(0, 2) + vp(3, 2); frustum.left.D = vp(0, 3) + vp(3, 3); // column3 - column0 frustumReebok Reebok Reebok Black Black Reebok .right.A = -vp(0, 0) + vp(3, 0); frustum.right.B = -vp(0, 1) + vp(3, 1); frustum.right.C = -vp(0Reebok Reebok Reebok Black Reebok Black , 2) +Reebok Reebok Reebok Black Reebok Black vp(3, 2); frustum.right.D = -vp(AJUNR shoes fire shoes shoes Lead shoes Women's style super Autumn color autumn Work sports casual Ladies rxPwqrB0, 3) + vp(3, 3);

Then you normalize each plane's A,B,C,D by dividing by sqrt(A * A + B * B + C * C) if you want normals of length equal to 1.

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