3

一起嗨

第一次在这里发帖,因为我被卡住了...

网格离原点 (0, 0, 0) 越远,它在旋转或移动相机时“跳跃”/“闪烁”的次数就越多。有点难以描述这种效果:就像网格有点抖动/颤抖/颤抖,随着您与原点的距离越来越远,这种颤抖变得越来越大。
对我来说,它开始在距原点约 100000 单位距离处可观察到,例如在 (0, 0, 100000) 处。平移轴和网格类型(从 Mesh.Create... 创建的默认网格或使用 assimp.NET 导入的 3ds 网格)都不会影响此效果。发生这种效果时,网格位置的值不会改变,通过记录位置来检查这一点。

如果我没有遗漏什么,这会将其缩小为两种可能性:

  1. 我的相机代码
  2. DirectX 设备

至于 DirectX-Device,这是我的设备初始化代码:

    private void InitializeDevice()
    {
        //Initialize D3D
        _d3dObj = new D3D9.Direct3D();

        //Set presentation parameters
        _presParams = new D3D9.PresentParameters();
        _presParams.Windowed = true;
        _presParams.SwapEffect = D3D9.SwapEffect.Discard;
        _presParams.AutoDepthStencilFormat = D3D9.Format.D16;
        _presParams.EnableAutoDepthStencil = true;
        _presParams.PresentationInterval = D3D9.PresentInterval.One;
        _presParams.BackBufferFormat = _d3dObj.Adapters.DefaultAdapter.CurrentDisplayMode.Format;
        _presParams.BackBufferHeight = _d3dObj.Adapters.DefaultAdapter.CurrentDisplayMode.Height;
        _presParams.BackBufferWidth = _d3dObj.Adapters.DefaultAdapter.CurrentDisplayMode.Width;

        //Set form width and height to current backbuffer width und height
        this.Width = _presParams.BackBufferWidth;
        this.Height = _presParams.BackBufferHeight;

        //Checking device capabilities
        D3D9.Capabilities caps = _d3dObj.GetDeviceCaps(0, D3D9.DeviceType.Hardware);
        D3D9.CreateFlags devFlags = D3D9.CreateFlags.SoftwareVertexProcessing;
        D3D9.DeviceType devType = D3D9.DeviceType.Reference;

        //setting device flags according to device capabilities
        if ((caps.VertexShaderVersion >= new Version(2, 0)) && (caps.PixelShaderVersion >= new Version(2, 0)))
        {
            //if device supports vertexshader and pixelshader >= 2.0
            //then use the hardware device
            devType = D3D9.DeviceType.Hardware;

            if (caps.DeviceCaps.HasFlag(D3D9.DeviceCaps.HWTransformAndLight))
            {
                devFlags = D3D9.CreateFlags.HardwareVertexProcessing;
            }
            if (caps.DeviceCaps.HasFlag(D3D9.DeviceCaps.PureDevice))
            {
                devFlags |= D3D9.CreateFlags.PureDevice;
            }
        }

        //initialize the device
        _device = new D3D9.Device(_d3dObj, 0, devType, this.Handle, devFlags, _presParams);
        //set culling
        _device.SetRenderState(D3D9.RenderState.CullMode, D3D9.Cull.Counterclockwise);
        //set texturewrapping (needed for seamless spheremapping)
        _device.SetRenderState(D3D9.RenderState.Wrap0, D3D9.TextureWrapping.All);
        //set lighting
        _device.SetRenderState(D3D9.RenderState.Lighting, false);
        //enabling the z-buffer
        _device.SetRenderState(D3D9.RenderState.ZEnable, D3D9.ZBufferType.UseZBuffer);
        //and setting write-access exlicitly to true...
        //i'm a little paranoid about this since i had to struggle for a few days with weirdly overlapping meshes
        _device.SetRenderState(D3D9.RenderState.ZWriteEnable, true);
    }

我是否缺少标志或渲染状态?有什么东西会导致这种奇怪/扭曲的行为吗?

我的相机类基于Michael Silvermans C++ Quaternion Camera

//every variable prefixed with an underscore is 
//a private static variable initialized beforehand
public static class Camera
{
    //gets called every frame
    public static void Update()
    {
        if (_filter)
        {
            _filteredPos = Vector3.Lerp(_filteredPos, _pos, _filterAlpha);
            _filteredRot = Quaternion.Slerp(_filteredRot, _rot, _filterAlpha);
        }

        _device.SetTransform(D3D9.TransformState.Projection, Matrix.PerspectiveFovLH(_fov, _screenAspect, _nearClippingPlane, _farClippingPlane));
        _device.SetTransform(D3D9.TransformState.View, GetViewMatrix());
    }

    public static void Move(Vector3 delta)
    {
        _pos += delta;
    }

    public static void RotationYaw(float theta)
    {
        _rot = Quaternion.Multiply(Quaternion.RotationAxis(_up, -theta), _rot);
    }

    public static void RotationPitch(float theta)
    {
        _rot = Quaternion.Multiply(_rot, Quaternion.RotationAxis(_right, theta));
    }

    public static void SetTarget(Vector3 target, Vector3 up)
    {
        SetPositionAndTarget(_pos, target, up);
    }

    public static void SetPositionAndTarget(Vector3 position, Vector3 target, Vector3 upVec)
    {
        _pos = position;

        Vector3 up, right, lookAt = target - _pos;

        lookAt = Vector3.Normalize(lookAt);
        right = Vector3.Cross(upVec, lookAt);
        right = Vector3.Normalize(right);
        up = Vector3.Cross(lookAt, right);
        up = Vector3.Normalize(up);

        SetAxis(lookAt, up, right);
    }

    public static void SetAxis(Vector3 lookAt, Vector3 up, Vector3 right)
    {
        Matrix rot = Matrix.Identity;

        rot.M11 = right.X;
        rot.M12 = up.X;
        rot.M13 = lookAt.X;

        rot.M21 = right.Y;
        rot.M22 = up.Y;
        rot.M23 = lookAt.Y;

        rot.M31 = right.Z;
        rot.M32 = up.Z;
        rot.M33 = lookAt.Z;

        _rot = Quaternion.RotationMatrix(rot);
    }

    public static void ViewScene(BoundingSphere sphere)
    {
        SetPositionAndTarget(sphere.Center - new Vector3((sphere.Radius + 150) / (float)Math.Sin(_fov / 2), 0, 0), sphere.Center, new Vector3(0, 1, 0));
    }

    public static Vector3 GetLookAt()
    {
        Matrix rot = Matrix.RotationQuaternion(_rot);
        return new Vector3(rot.M13, rot.M23, rot.M33);
    }

    public static Vector3 GetRight()
    {
        Matrix rot = Matrix.RotationQuaternion(_rot);
        return new Vector3(rot.M11, rot.M21, rot.M31);
    }

    public static Vector3 GetUp()
    {
        Matrix rot = Matrix.RotationQuaternion(_rot);
        return new Vector3(rot.M12, rot.M22, rot.M32);
    }

    public static Matrix GetViewMatrix()
    {
        Matrix viewMatrix, translation = Matrix.Identity;
        Vector3 position;
        Quaternion rotation;

        if (_filter)
        {
            position = _filteredPos;
            rotation = _filteredRot;
        }
        else
        {
            position = _pos;
            rotation = _rot;
        }

        translation = Matrix.Translation(-position.X, -position.Y, -position.Z);
        viewMatrix = Matrix.Multiply(translation, Matrix.RotationQuaternion(rotation));

        return viewMatrix;
    }
}

您是否在相机代码中发现任何可能导致此行为的内容?

我只是无法想象 DirectX 不能处理大于 100k 的距离。我应该渲染太阳系,我使用 1 个单位 = 1 公里。因此,地球将在 (0, 0, 152100000) 处与太阳的最大距离处渲染(仅作为示例)。如果这些“跳跃”不断发生,这将变得不可能。最后,我考虑缩小所有内容,以使系统与原点的距离永远不会超过 100k/-100k,但我认为这行不通,因为“抖动”会随着与原点的距离变大而变大。缩小所有内容 - 我认为 - 也会缩小跳跃行为。

4

1 回答 1

1

只是为了不让这个问题悬而未决(感谢@jcoder,请参阅问题评论):

网格的奇怪行为来自 DX 的浮点精度。你的世界越大,准确计算位置的精度就越低。

解决这个问题有两种可能:

  1. 缩小整个世界
    ,这在“银河系”世界中可能会出现问题,在这种世界中,您的位置偏移量非常大,也非常小(即行星到太阳的距离非常大,但宇宙飞船的距离在行星的轨道上可能真的很小)
  2. 以这种方式将世界划分为更小的块
    ,您要么表达相对于其他事物的所有位置(参见stackoverflow.com/questions/1930421),要么创建多个世界并以某种方式在它们之间移动
于 2012-11-18T15:25:46.020 回答