Processing で 3D オブジェクトをモデリングしていますが、オブジェクトがカメラに近づきすぎるとレンダリングがクリップされる (つまり、オブジェクトのカメラに最も近いビットがレンダリングされない) という問題があります。これは、P3D モードと OPENGL モードの両方で発生します。以下の右側の図は、次のことを示しています。
これを止める方法はありますか?コードは以下にあり、openprocessing.orgでオンラインでテストできます。よろしくお願いします。
void setup() {
size(600, 400, P3D);
stroke(0);
rectMode(CENTER);
fill(200);
// initialise camera variables
scaleY = PI/height;
scaleX = 2*PI/width;
camDir = PI/3;
camElev = PI/2;
MouseX = width/2;
MouseY = height/3;
turnCamera();
camF_rel = setVector(camDir, camElev);
}
void draw() {
background(255);
// CAMERA & CONTROL OPERATIONS
MouseX = constrain(mouseX, 0, width);
MouseY = constrain(mouseY, 0, height);
setCamera();
camera(camP.x, camP.y, camP.z, camF_abs.x, camF_abs.y, camF_abs.z, 0, 0, -1);
// DRAW ENVIRONMENT
// checkered plane
fill(150,200,255);
for (int i=-10; i<10; i++) {
for (int j=-10; j<10; j++) {
noStroke();
if ((i+j)%2 == 0) rect(i*50, j*50, 50, 50);
}
}
// vertical line
noFill();
stroke(100);
box(1000);
}
// camera position and focus variables
PVector camP = new PVector(0, 1200, 700); // camera position
PVector camF_abs = new PVector(); // camera focus (absolute position)
PVector camF_rel = new PVector(); // camera focus (relative vector)
float camDir, camElev; // last camera bearing/elevation angles
float mx, my; // last mouse X/Y
float MouseX, MouseY; // replicate inbuilt mouse variables
float scaleY; // scale mouseY inputs to vertical movement
float scaleX; // scale mouseX inputs to horizontal movement
int direction = 0; // code for controling movement
float moveSpeed = 10; // overall controls responsiveness
// main camera calculation operations
void setCamera() {
camF_rel = setVector(camDir, camElev);
if (direction >= 1 & direction <= 4) moveCamera(moveSpeed);
if (direction >= 5 & direction <= 6) elevCamera(moveSpeed);
camF_abs = camF_rel.get();
camF_abs.add(camP);
}
PVector setVector(float dir, float elev){
//generic function to calculate the PVector based on radial coordinates
PVector v = new PVector(cos(dir), sin(dir), 0);
float fz = -sin(elev);
float fy = sqrt(1-pow(fz, 2));
v.mult(fy);
v.z = fz;
return(v);
}
void moveCamera (float speed) {
PVector moveto = new PVector();
// left / right movement
if (direction%2 == 0) {
float dir = 0;
if (direction == 2) dir = camDir + PI/2; // right
else dir = camDir - PI/2; // left
PVector v = setVector(dir, 0);
v.mult(speed);
camP.add(v);
}
// forward / backward movement
else {
moveto = camF_rel.get();
if (direction == 1) moveto.mult(-1); // forward
}
moveto.normalize();
moveto.mult(speed);
camP.sub(moveto);
}
void turnCamera(){
float x = MouseX - mx;
float x_scaled = x * scaleX;
float y = MouseY - my;
float y_scaled = y * scaleY;
camDir += x_scaled;
camElev += y_scaled;
mx = MouseX;
my = MouseY;
}
void elevCamera (float speed) {
if (direction == 5) { // lower camera
camP.z -= speed;
camF_abs.z -= speed;
}
else { // raise camera
camP.z += speed;
camF_abs.z += speed;
}
}
void keyPressed() {
if (keyCode == 38 | key == 'w') direction = 1; // move forward
else if (keyCode == 39 | key == 'd') direction = 2; // move right
else if (keyCode == 40 | key == 's') direction = 3; // move backward
else if (keyCode == 37 | key == 'a') direction = 4; // move left
else if (key == 'z') direction = 5; // lower camera
else if (key == 'x') direction = 6; // raise camera
}
void keyReleased() {
direction = 0;
}
void mouseMoved() { // turns the camera
turnCamera();
}