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OpenGL:适合场景到屏幕

[英]OpenGL: Fit scene to screen

I have a 3D scene with a perspective projection. 我有一个带有透视投影的3D场景。

I want to fit the scene to the screen based on a bounding box ( min and max ). 我想根据边界框( minmax )将场景调整到屏幕。

I have centered my scene like this: 我把我的场景集中在这里:

glm::vec3 center = (min + max) / 2.0f;
rootNode->translate(-center.x, -center.y, -center.z);

Now I need a scale factor to scale my rootNode to fit the screen. 现在我需要一个比例因子来缩放我的rootNode以适应屏幕。 How do I do this? 我该怎么做呢?

(this: 8.070 How can I automatically calculate a view that displays my entire model? (I know the bounding sphere and up vector.) does not help because its based on a orthogonal projection) (这: 8.070如何自动计算显示整个模型的视图?(我知道边界球和向上矢量。)没有帮助,因为它基于正交投影)

The reason this question is harder with a perspective projection than it is with an orthogonal projection is that the min and max you need are not constant with a perspective projection. 使用透视投影比使用正交投影更难以解决这个问题的原因是,您需要的minmax与透视投影不一致。

With a perspective projection the distance between either edge of the visible region increases as you move away from the camera. 使用透视投影,当您远离相机时,可见区域的任一边缘之间的距离会增加。

With a perspective projection you typically have a field of view angle, theta , a camera position, and a "looking at" vector, v . 通过透视投影,您通常具有视角theta ,摄像机位置和“看”矢量v At any distance, d from the camera's position (in the direction of v ) you can imagine a plane whose normal is v . 在任何距离, d从相机的位置(在v的方向)你可以想象一个正常为v的飞机。 The region of this plane that your camera can "see" has width: 您的相机可以“看到”的此平面区域具有宽度:

2 * d * tan(theta / 2).

In a simple fixed camera setup you might have your camera at the origin and looking down the z-axis, and then the distance d for any point will just be the point's z coordinate. 在简单的固定摄像机设置中,您可能将摄像机放在原点并向下看z轴,然后任何点的距离d将只是点的z坐标。

Note also that you may have different horizontal and vertical field of view angles. 另请注意,您可能具有不同的水平和垂直视角。 If you have set a vertical field of view angle "fovy" and an aspect ratio (viewport width / viewport height) then your horizontal field of view angle is your vertical field of view angle times the aspect ratio. 如果您设置了垂直视角“fovy”和纵横比(视口宽度/视口高度),那么您的水平视角是您的垂直视角角度乘以纵横比。

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