Wpf 确定一个三维对象是否被另一个三维对象隐藏

Wpf 确定一个三维对象是否被另一个三维对象隐藏,wpf,3d,Wpf,3d,我在Viewport3D中有一些GeometryModel3D球,其中一些球是可见的,一些球被蓝色立方体隐藏。 (尽管下面的图像是二维的,但让我们假设所有对象都是三维的) 我想确定哪些红球可以看到,哪些是隐藏的 我该怎么做 此问题也称为,尽管您对计算被遮挡的基本体感兴趣。根据场景的条件,解决此问题的暴力方法(假设使用透视投影)是以下伪代码: occludedSpheresCount = 0 spheres = {Set of spheres} cubes = {Set of cubes} nor

我在Viewport3D中有一些GeometryModel3D球,其中一些球是可见的,一些球被蓝色立方体隐藏。 (尽管下面的图像是二维的,但让我们假设所有对象都是三维的)

我想确定哪些红球可以看到,哪些是隐藏的

我该怎么做


此问题也称为,尽管您对计算被遮挡的基本体感兴趣。根据场景的条件,解决此问题的暴力方法(假设使用透视投影)是以下伪代码:

occludedSpheresCount = 0
spheres = {Set of spheres}
cubes = {Set of cubes}
normalizedCubes = {} 

# First, build the set of normalized cubes (it means, 
# take the cubes that are free in space and transform their  
# coordinates to values between [-1, -1, -1] and [1, 1, 1], they are the same
# cubes but now the coordinates are laying in that range 
# To do that, use the 
这种方法的唯一缺点是在以下情况下:

+--------------+--------------+ | -|- | | / | \ | | | | | | | \ | / | | -|- | +--------------+--------------+ or interception here | v +----------+--+--------------+ | | -|- | | /| | \ | | | | | | | | \| | / | | | -|- | +----------+--+--------------+ +--------------+--------------+ | -|- | | / | \ | | | | | | | \ | / | | -|- | +--------------+--------------+ 或 这里拦截 | v +----------+--+--------------+ | | -|- | | /| | \ | | | | | | | | \| | / | | | -|- | +----------+--+--------------+ 在这种情况下,当两个或多个多维数据集区域被拦截(可以在第一个循环中完成)时,您必须构建一组规范化多维数据集(
set{set{cube1,cube2},set{cube3,cube4},…}
),并且争用测试将更加复杂。但我不知道你的程序中是否允许(多维数据集拦截)


这个算法是
O(n^2)
,因为这是一个蛮力方法,希望这能给你一个最终解决方案的提示,如果你想寻找一个更有效的更一般的解决方案,请使用类似于的东西你想知道球是否部分隐藏吗?或者你需要对它们进行二进制测试?h3nr1x-如果它只是部分隐藏,我认为它不是隐藏的。球体基本体是以对{center,radius}的形式存储还是以模型网格的形式存储(如果你以模型网格的形式存储它们,你是否存储它们的中心和半径)?立方体基本体是否存储为边界框?您使用的是正交投影还是透视投影?(我需要详细说明解决方案的信息)感谢h3nr1x-我使用MeshGeometry3Ds。如果有帮助的话,我可以存储它们的中心和半径,我正在使用PerspectiveCamera。谢谢h3nr1x,我没有成功地将您的伪代码转换为c#,WPF,所以我不知道这是否是正确的答案。
projectionMatrix = GetProjectionMatrix(perspectiveCamera)
for each cube in cubes do 
    Rect3D boundingBox = cube.Bounds()
    Rect3D normalizedBBox = projectionMatrix.transform(boundingBox)
    cubes_normalized.add(normalizedBBox)
end for

# Now search every sphere, normalize it's bounding box
# and check if it's been occluded by some normalized cube
for each sphere in spheres do
    Rect3D sphereBBox = sphere.Bounds() 
    Rect3D normalizedSphere = projectionMatrix.transform(sphereBBox)
    for each normalizedCube in normalizedCubes do
         x0 = normalizedCube.Location.X - (normalizedCube.Location.SizeX / 2)
         y0 = normalizedCube.Location.Y - (normalizedCube.Location.SizeY / 2)
         z0 = normalizedCube.Location.Z - (normalizedCube.Location.SizeZ / 2)

         xf = normalizedCube.Location.X + (normalizedCube.Location.SizeX / 2)
         yf = normalizedCube.Location.Y + (normalizedCube.Location.SizeY / 2)

         sx0 <- normalizedSphere.Location.X - (normalizedSphere.Location.SizeX / 2)
         sy0 <- normalizedSphere.Location.X - (normalizedSphere.Location.SizeY / 2)
         sz0 <- normalizedSphere.Location.X - (normalizedSphere.Location.SizeZ / 2)

         sxf <- normalizedSphere.Location.X + (normalizedSphere.Location.SizeX / 2)
         syf <- normalizedSphere.Location.X + (normalizedSphere.Location.SizeY / 2)

         # First, let's check that the normalized-sphere is behind the 
         # normalized-cube, to do that, let's compare their z-front values
         if z0 > sz0 then  
             # Now that we know that the sphere is behind the frontface of the cube 
             # lets check if it is fully contained inside the 
             # the normalized-cube, in that case, it is occluded

             if sx0 >= x0 and sxf <= xf and sy0 >= y0 and syf >= yf then
                  occludedSpheresCount++ 
                  # Here you can even avoid rendering the sphere altogether
             end if
         end if
    end for
end for
    private static Matrix3D GetProjectionMatrix(PerspectiveCamera camera, double aspectRatio)
    { 
        // This math is identical to what you find documented for
        // D3DXMatrixPerspectiveFovRH with the exception that in
        // WPF the camera's horizontal rather the vertical
        // field-of-view is specified.
        double hFoV = MathUtils.DegreesToRadians(camera.FieldOfView);
        double zn = camera.NearPlaneDistance;
        double zf = camera.FarPlaneDistance;
        double xScale = 1 / Math.Tan(hFoV / 2);
        double yScale = aspectRatio * xScale;
        double m33 = (zf == double.PositiveInfinity) ? -1 : (zf / (zn - zf));
        double m43 = zn * m33;
        return new Matrix3D(
            xScale, 0, 0, 0,
                 0, yScale, 0, 0,
                 0, 0, m33, -1,
                 0, 0, m43, 0);
    }
+--------------+--------------+ | -|- | | / | \ | | | | | | | \ | / | | -|- | +--------------+--------------+ or interception here | v +----------+--+--------------+ | | -|- | | /| | \ | | | | | | | | \| | / | | | -|- | +----------+--+--------------+