两种屏幕-世界坐标转换的性能比较
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很早之前写过一篇《D3D坐标系统下3D世界坐标映射到2D屏幕坐标的平移矩阵》,是用解方程组方式逆推出世界坐标,当然一般做法是用Raycasting方法进行计算。
Raycasting思路大致是根据屏幕坐标反投影出两个空间坐标,一般可以取及最远点,这样就组成穿过viewport的一根射线,射线和viewport相交的点就是需要的空间坐标点。
因此在表示射线ray时就可以用近点及远点两个坐标表示,一般都是用近点表示坐标,用两个点的差表示近点指向远点的方向,那么求目标坐标时只要用简单的向量计算就能得出结果。
用这两个方法都能得到正确结果,但性能有区别,实际测试,解方程组性能稍微好一点,1000万次运行大概略快5%左右。
测试代码如下:
class Program { static Matrix Get2DTranslationMatrix(ViewportF viewPort, Vector2 pos, Matrix world, Matrix view, Matrix projection) { var screenZ = viewPort.Project(Vector3.Zero, projection, view, world); var diff = new Vector3(pos, 0) - screenZ; var projM = world * view * projection; var transV = Vector3.Transform(Vector3.Zero, projM); if (MathUtil.IsZero(transV.W)) { transV.W = 1.0f; } var w = viewPort.Width; var h = viewPort.Height; var C1 = viewPort.X; var C2 = viewPort.Y; var C3 = viewPort.MaxDepth; var C4 = viewPort.MinDepth; var L1 = projM.M11 - projM.M14 * (transV.X / transV.W + diff.X * 2 / w); var L2 = projM.M21 - projM.M24 * (transV.X / transV.W + diff.X * 2 / w); var L3 = projM.M31 - projM.M34 * (transV.X / transV.W + diff.X * 2 / w); var M1 = projM.M12 + projM.M14 * (-transV.Y / transV.W + diff.Y * 2 / h); var M2 = projM.M22 + projM.M24 * (-transV.Y / transV.W + diff.Y * 2 / h); var M3 = projM.M32 + projM.M34 * (-transV.Y / transV.W + diff.Y * 2 / h); var N1 = projM.M13 - projM.M14 * (transV.Z / transV.W * (C3 - C4) + C4); var N2 = projM.M23 - projM.M24 * (transV.Z / transV.W * (C3 - C4) + C4); var N3 = projM.M33 - projM.M34 * (transV.Z / transV.W * (C3 - C4) + C4); var A1 = transV.W * (transV.X / transV.W + diff.X * 2 / w) - transV.X; var A2 = -transV.W * (-transV.Y / transV.W + diff.Y * 2 / h) - transV.Y; var A3 = transV.W * (transV.Z / transV.W * (C3 - C4) + C4) - transV.Z; var z = ((A3 * L1 - A1 * N1) * (M2 * L1 - L2 * M1) - (A2 * L1 - A1 * M1) * (N2 * L1 - L2 * N1)) / ((N3 * L1 - L3 * N1) * (M2 * L1 - L2 * M1) - (M3 * L1 - L3 * M1) * (N2 * L1 - L2 * N1)); var y = ((A2 * L1 - A1 * M1) - (M3 * L1 - L3 * M1) * z) / (M2 * L1 - L2 * M1); var x = A1 / L1 - z * L3 / L1 - y * L2 / L1; return Matrix.Translation(x, y, z); } static Matrix RayTest(ViewportF viewPort, Vector2 pos, Matrix world, Matrix view, Matrix projection) { var ray = Ray.GetPickRay((int)pos.X, (int)pos.Y, viewPort, world * view * projection); var distance = Math.Abs(ray.Position.Z / ray.Direction.Z); var point = ray.Position + ray.Direction * distance; return Matrix.Translation(point); } static void Main(string[] args) { Matrix view = new Matrix( -1f, 0f, -6.278329E-07f, 0f, 0f, 1f, 0f, 0f, 6.278329E-07f, 0f, -1f, 0f, -0.03199686f, 0f, -5f, 1f); Matrix projection = new Matrix( 0.9297889f, 0f, 0f, 0f, 0f, 0.7522834f, 0f, 0f, 0.01567176f, 0f, -1.000001f, -1f, 0f, 0f, -0.001000001f, 0f); ViewportF viewPort = new ViewportF(0f, 0f, 1182f, 1461f, 0f, 1f); Matrix world = Matrix.Scaling(0.003f); var v = new Vector2(320, 200); Stopwatch sw = new Stopwatch(); Console.ReadLine(); sw.Reset(); sw.Start(); for (int i = 0; i < 10000000; ++i) Get2DTranslationMatrix(viewPort, v, world, view, projection); sw.Stop(); var c1 = sw.ElapsedMilliseconds; Console.WriteLine(sw.ElapsedMilliseconds); sw.Reset(); sw.Start(); for (int i = 0; i < 10000000; ++i) RayTest(viewPort, v, world, view, projection); sw.Stop(); var c2 = sw.ElapsedMilliseconds; Console.WriteLine(sw.ElapsedMilliseconds); Console.WriteLine("{0}", c2 - c1); Console.WriteLine("{0}", 1 - (double)c1 / c2); Console.ReadLine(); } }
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