我有一个输入的三维向量,还有摄像机的俯仰角和偏航角。有没有人能够描述或提供一个资源链接来帮助我理解和实现所需的变换和矩阵映射?
class Matrix4x4
{
public:
union
{
struct
{
Type Xx, Xy, Xz, Xw;
Type Yx, Yy, Yz, Yw;
Type Zx, Zy, Zz, Zw;
Type Wx, Wy, Wz, Ww;
};
struct
{
Vector3<Type> Right;
Type XW;
Vector3<Type> Up;
Type YW;
Vector3<Type> Look;
Type ZW;
Vector3<Type> Pos;
Type WW;
};
Type asDoubleArray[4][4];
Type asArray[16];
};
};
template <typename Type>
Matrix4x4<Type> Matrix4x4<Type>::OrthoNormalInverse(void)
{
Matrix4x4<Type> OrthInv;
OrthInv = Transpose();
OrthInv.Xw = 0;
OrthInv.Yw = 0;
OrthInv.Zw = 0;
OrthInv.Wx = -(Right*Pos);
OrthInv.Wy = -(Up*Pos);
OrthInv.Wz = -(Look*Pos);
return OrthInv;
}
最终,经过我们所有的矩阵构建,你将会做如下操作:
Matrix4x4<float> cameraMatrix, rollRotation, pitchRotation, yawRotation;
Vector4<float> cameraPosition;
cameraMatrix = cameraMatrix * rollRotation * pitchRotation * yawRotation;
Matrix4x4<float> invCameraMat;
invCameraMat = cameraMatrix.OrthoNormalInverse();
glMultMatrixf(invCameraMat.asArray);
t
向量,最后一列并不会保持不变。 - vyb