Ʒ Դϴ:
http://sparks.discreet.com/knowledgebase/public/solutions/ConvertMaxCamToD3DCam.htm
ŸƲ 3ds max ī޶ Direct3D ī޶ ȯϱ
4.0
Ű GFX D3D DirectX Direct3D camera

:

3ds max ī޶ Direct3D ī޶ ȯϷ  ؾ ϴ°?

亯:

⿡ ϴ ַ п ʼ ⺻ ƴ϶, 3ds max ü ī޶ ȯ(transform)  Direct3D ī޶ εǴ Ͽ ̴.

, 3ds max ī޶ ϱ  ͵ ϴ 캸. Ž ĺ̽(Sparks Knowledgebase) MaxSDK ̴ ( http://sparks.discreet.com. "max SDK docs" ϰ, "Index" Ʒ "Class GraphicsWindow" )

Class GraphicsWindow

Լ:

virtual void getCameraMatrix(float mat[4][4], Matrix3 *invTM, int *persp, float *hither, float *yon) = 0;

:

ī޶ Ӽ ´.

:

float mat[4][4]
(projection, ) ϱ ȯ.
Matrix3 *invTM
̰ ī޶ ȯ (affine) Ʈ (inverse)̴( Ʈ ƴ).
int *persp
(zero) ƴ (perspective) (view) ǹѴ; 0 (orthogonal).
float *hither
ٰŸ Ŭ(Near clip) .
float *yon
Ÿ Ŭ(Far clip) .

3ds max ϴ ü ҽ ڵ ƴ, ܰ躰 ߱ ϱ ̴.

ΰ ǵ:


D3DXMATRIX				m_d3dWorldXform; //  ø̼  ȯ 
D3DXMATRIX				m_d3dViewXform;  //  ø̼  ȯ 
D3DXMATRIX				m_d3dProjXform;  //  ø̼  ȯ 

Interface *ip = GetCOREInterface(); // 3ds max     ̽(glabol access interface) Ѵ.
ViewExp * pView = ip->GetActiveViewport();  //  ȰȭǾ ִ Ʈ Ѵ.
GraphicsWindow *gw = pView->getGW();  //  GraphicsWindow ؽƮ ´.

getCameraMatrix( mat, invTM, persp, hither, yon); //  ̷  ´. ŸԿ ؼ   .

float oneOverDepth = 1.0f / (yon - hither);

ƽ ͷκ Direct3D ī޶ ϱ Ͽ 츮 ̴.


// Direct3D ī޶  (Camera View Position)  ī޶ (Camera 
// Projection) ȯ(Transforms) Ѵ.
//
// ù°   ǥ NPC  ȯϴ (full)  ȯ 
// ̴. ̰  ī޶   ȯ İ ī޶   
// (product)̶  ǹѴ. ι°  ī޶   ȯ  
// ̴. ,  ι°  ù° ϰ Ǹ, ī޶   
//   ִ.  ι°   ϸ, ī޶     
// ȴ.
// : NPC(Normalized Projection Coordinates, ȭ  ǥ)
//
// ī޶   ȯ  ǥ ī޶   ǥ ȯѴ.  , 
// ī޶  ġѴ. ī޶     ־  ù° 
// ܰ ۾  ȯ  Ͽ ī޶     ̴.
// 
// 3ds max ǥκ Direct3D ǥ ⺻ ȯ:
//
// 3ds max:  (Up, Front, Right) == (+Z, +Y, +X)
//
// Direct3D: (Up, Front, Right) == (+Y, +Z, +X)
//
// 3ds max κ Direct3D ǥ ȯ:
//
// 3ds max * ȯ = Direct3D
//
// [ x y z w ] * | +1  0  0  0 | = [ X Y Z W ]
//               |  0  0 +1  0 |
//               |  0 +1  0  0 |
//               |  0  0  0 +1 |
//
// Ʒ  ȯ   ۾ Ѵ. ޵ ǥ  ȯ X ࿡ 
//  ȸ Ѵ.   ǥ XY  XZ  ſ  
//  ǵ ȯϱ ̴. Z  ȣ ݴ ϸ RH  LH  
// ȯŰ ȴ. ,  ȯ ǥ 3ds max κ ޼ǥ 
// Direct3D ǥ ȯϰԲ ش.
Matrix3 camTM = Inverse(*invTM);
//  ۽Ƽ() ÷    (4x3) (̰ 
// (0, 0, 0, 1) ؼ  ִ). ׹°  ߰Ͽ Z- ݴ . 
// ֳϸ, Direct3D  ޼ǥ踦 ϰ MAX  ǥ踦 ϱ 
// ̴.
//    ͸ 
int ki, kj;
MRow *pcvm = camTM.GetAddr();
for (ki = 0; ki < 4; ki++) {
	for (kj = 0; kj < 3; kj++) {
		m_d3dViewXform.m[ki][kj] = pcvm[ki][kj];
	}
}
//  ° ÷  (۽Ƽ ׵)
m_d3dViewXform.m[0][3] = m_d3dViewXform.m[1][3] = m_d3dViewXform.m[2][3] = 0.0f;
m_d3dViewXform.m[3][3] = 1.0f;
	
// Z-( ° ÷)  -1  Ͽ ޼ǥ Direct3D ǥ 
// ȯѴ.
for (ki = 0; ki < 4; ki++) {
	m_d3dViewXform.m[ki][2] *= -1.0f;
}
	
// Direct3D ī޶  ȯ  Ѵ.
//
// , MAX ü  Ŀ MAX ī޶    Ͽ MAX 
// ī޶   ´.
//
// ̸    Direct3D ī޶   ´. ,  Ʒ 
// и    ʾҴ.
//
MRow *pa = invTM->GetAddr();
for (ki = 0; ki < 4; ki++) {
	float val = (float)(ki==3);
	for (kj = 0; kj < 4; kj++) {
		m_d3dProjXform.m[ki][kj] = pa[ki][0] * mat[0+kj] +
			pa[ki][1] * mat[4+kj] +
			pa[ki][2] * mat[8+kj] +
			val		 * mat[12+kj];
	}
}
	
//  ī޶    Ʒ и Ѵ. ̶, MAX NPC Z-
//   +1  -1 ε  Direct3D  NPC Z-  0  +1  
//  ̿Ѵ. 
//
// ϱ ϵ,      Direct3D   Ʒ 
// . 
//
//  -켱(row-major order) ȴٴ  . ̰  
// (translate term)  ° ࿡ ġϰ    °  
// ġѴٴ  ǹѴ. ̰ MAX, Direct3D, OpenGL ΰ  ó 
//  ϰ ϴ ̴.  OpenGL  -켱  
// Ǿ , OpenGL ڵ -켱   ۾ ϵ 
// Ǿ ִ.
 
if (persp) {
	
//  . Direct3D ī޶   Ϲ   :
//
// |    2n/(r-l)       0            0            0       |
// |      0          2n/(t-b)       0            0       |
// | (r+l)/(r-l)  (t+b)/(t-b)      f/(f-n)       1       |
// |      0            0         -fn/(f-n)       0       |
// 
// Direct3D  µ  Ʒ   ׵ Ѵ
//
	m_d3dProjXform.m[2][2] = yon*oneOverDepth;
	m_d3dProjXform.m[2][3] = 1.0f;
	m_d3dProjXform.m[3][2] = -(yon*hither*oneOverDepth);
	m_d3dProjXform.m[3][3] = 0.0f;
		
} else {
	
//  . Direct3D ī޶   Ϲ   :
//
// |     2/(r-l)       0            0            0       |
// |      0           2/(t-b)       0            0       |
// |      0            0           1/(f-n)       0       |
// | (r+l)/(r-l)  (t+b)/(t-b)     -n/(f-n)       1       |
// 
// Direct3D  µ  Ʒ   ׵ Ѵ.
//
	m_d3dProjXform.m[2][2] = oneOverDepth;
	m_d3dProjXform.m[2][3] = 0.0f;
	m_d3dProjXform.m[3][2] = -(hither*oneOverDepth);
	m_d3dProjXform.m[3][3] = 1.0f;
}
	
// ī޶   ȯ 
ptr_to_your_D3DDevice->SetTransform(D3DTS_VIEW, &m_d3dViewXform);
	
// ī޶  ȯ 
ptr_to_your_D3DDevice->SetTransform(D3DTS_PROJECTION, &m_d3dProjXform);

: ȣ(zhokorea.com, http://zho.pe.kr), ֱټ : 2002.06.26