problem with frustum AABB culling in DirectX

Posted by Matthew Poole on Game Development See other posts from Game Development or by Matthew Poole
Published on 2011-01-18T01:19:46Z Indexed on 2011/01/18 1:59 UTC
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Hi, I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be working. I thought maybe posting here, somebody would catch something I could not. Thank you.

Here are the important code snippets

     /create the projection matrix
void CD3DCamera::SetLens(float fov, float aspect, float nearZ, float farZ)
{
 D3DXMatrixPerspectiveFovLH(&projMat, D3DXToRadian(fov), aspect, nearZ, farZ);
}

//build the view matrix after changes have been made to camera
void CD3DCamera::BuildView()
{
 //keep axes orthoganal
 D3DXVec3Normalize(&look, &look);

 //up
 D3DXVec3Cross(&up, &look, &right);
 D3DXVec3Normalize(&up, &up);

 //right
 D3DXVec3Cross(&right, &up, &look);
 D3DXVec3Normalize(&right, &right);

 //fill view matrix
 float x = -D3DXVec3Dot(&position, &right);
 float y = -D3DXVec3Dot(&position, &up);
 float z = -D3DXVec3Dot(&position, &look);

 viewMat(0,0) = right.x;
 viewMat(1,0) = right.y;
 viewMat(2,0) = right.z;
 viewMat(3,0) = x;

 viewMat(0,1) = up.x;
 viewMat(1,1) = up.y;
 viewMat(2,1) = up.z;
 viewMat(3,1) = y;

 viewMat(0,2) = look.x;
 viewMat(1,2) = look.y;
 viewMat(2,2) = look.z;
 viewMat(3,2) = z;

 viewMat(0,3) = 0.0f;
 viewMat(1,3) = 0.0f;
 viewMat(2,3) = 0.0f;
 viewMat(3,3) = 1.0f;
}

    void CD3DCamera::BuildFrustum()
{ 


 D3DXMATRIX VP;
 D3DXMatrixMultiply(&VP, &viewMat, &projMat);

 D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0));

 D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1));

 D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2));

 D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3));

 // Planes face inward
 frustum[0] = (D3DXPLANE)(col2);    // near
 frustum[1] = (D3DXPLANE)(col3 - col2);  // far
 frustum[2] = (D3DXPLANE)(col3 + col0);  // left
 frustum[3] = (D3DXPLANE)(col3 - col0);  // right
 frustum[4] = (D3DXPLANE)(col3 - col1);  // top
 frustum[5] = (D3DXPLANE)(col3 + col1);  // bottom

 // Normalize the frustum
 for( int i = 0; i < 6; ++i )
  D3DXPlaneNormalize( &frustum[i], &frustum[i] );


}

    bool FrustumCheck(D3DXVECTOR3 max, D3DXVECTOR3 min, const D3DXPLANE* frustum)
{
 // Test assumes frustum planes face inward.

 D3DXVECTOR3 P;
 D3DXVECTOR3 Q;
 bool ret = false;


 for(int i = 0; i < 6; ++i)
 {
  // For each coordinate axis x, y, z...
  for(int j = 0; j < 3; ++j)
  {
   // Make PQ point in the same direction as the plane normal on this axis.
   if( frustum[i][j] > 0.0f )
   {
    P[j] = min[j];
    Q[j] = max[j];
   }
   else 
   {
    P[j] = max[j];
    Q[j] = min[j];
   }
  }


  if(D3DXPlaneDotCoord(&frustum[i], &Q) < 0.0f  )
   ret = false;
 }
 return true;
} 

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