面消隐
主要是根據右手定則判斷一個面的法式量,這樣對于一個封閉的幾何體,它的面法矢量總是朝外的,再確定一個相機視矢量(用相機的位置和要觀察的面中心位置確定),將這兩個向量點乘,通過判斷向量夾角與90度的關系可以確定面是否消隱。
bool CSphere::checkIfShow(CFace &face, CCamera& camera) {//獲取面上三個點的坐標CPoint3D P0 = (this->point3DList[face.vI[0]]);CPoint3D P1 = (this->point3DList[face.vI[1]]);CPoint3D P2 = (this->point3DList[face.vI[2]]);//把頂點坐標信息轉換到相機參考系arma::mat P0mat ({ P0.x,P0.y,P0.z,1 });arma::mat P1mat ({ P1.x,P1.y,P1.z,1 });arma::mat P2mat({ P2.x,P2.y,P2.z,1 });P0mat = P0mat * camera.getRotateMat() * camera.getModelMat() * camera.getCameraMat();P1mat = P1mat * camera.getRotateMat() * camera.getModelMat() * camera.getCameraMat();P2mat = P2mat * camera.getRotateMat() * camera.getModelMat() * camera.getCameraMat();//當前頂點信息變成了相機參考系下的位置P0.x = P0mat[0]; P0.y = P0mat[1]; P0.z = P0mat[2];P1.x = P1mat[0]; P1.y = P1mat[1]; P1.z = P1mat[2];P2.x = P2mat[0]; P2.y = P2mat[1]; P2.z = P2mat[2];//獲取兩個向量arma::vec P01{ P1.x - P0.x, P1.y - P0.y, P1.z - P0.z };arma::vec P02{ P2.x - P0.x, P2.y - P0.y, P2.z - P0.z };//獲取這個面的法向量 //右手定則arma::vec PNormal = arma::cross(P01, P02);//獲取視點在相機坐標系中的位置,這里視點是平面的中心CPoint3D PCenter((P0.x + P1.x + P2.x) / 3, (P0.y + P1.y + P2.y) / 3, (P0.z + P1.z + P2.z) / 3);//獲取(視矢量)視點到相機位置的向量arma::vec PCamera{ 0 - PCenter.x,0 - PCenter.y,0 - PCenter.z };//判斷視矢量和法式量的點乘是否大于等于0,是則返回true,表示平面可以顯示if (arma::dot(PCamera, PNormal) >= 0)return true;return false; }總結