Converting world space coordinate to screen space coordinate and getting incorrect range of values
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Published on 2012-08-30T15:39:32Z
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2012/08/30
21:51 UTC
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c#
|coordinates
I'm attempting to convert from world space coordinates to screen space coordinates.
I have the following code to transform my object position
Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix);
The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range.
What step have I missed out in the conversion process?
EDIT:
Projection Matrix
Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ);
private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane)
{
nearClipPlaneZ = z_NearClipPlane;
farClipPlaneZ = z_FarClipPlane;
float yZoom = 1f / (float)Math.Tan(fov * 0.5f);
float xZoom = yZoom / aspect_Ratio;
matrix_Projection.M11 = xZoom;
matrix_Projection.M12 = 0f;
matrix_Projection.M13 = 0f;
matrix_Projection.M14 = 0f;
matrix_Projection.M21 = 0f;
matrix_Projection.M22 = yZoom;
matrix_Projection.M23 = 0f;
matrix_Projection.M24 = 0f;
matrix_Projection.M31 = 0f;
matrix_Projection.M32 = 0f;
matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ);
matrix_Projection.M34 = -1f;
matrix_Projection.M41 = 0f;
matrix_Projection.M42 = 0f;
matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ);
matrix_Projection.M44 = 0f;
}
View Matrix
// Make our view matrix
Matrix.CreateFromQuaternion(ref orientation, out matrix_View);
matrix_View.M41 = -Vector3.Dot(Right, position);
matrix_View.M42 = -Vector3.Dot(Up, position);
matrix_View.M43 = Vector3.Dot(Forward, position);
matrix_View.M44 = 1f;
// Create the combined view-projection matrix
Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj);
// Update the bounding frustum
boundingFrustum.SetMatrix(matrix_ViewProj);
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