static void glhLookAtf2( float *matrix, float *eyePosition3D, float *center3D, float *upVector3D ) { #define ComputeNormalOfPlane ComputeNormalOfPlaneFLOAT_2 #define NormalizeVector NormalizeVectorFLOAT_2 #ifdef BUILD_USE_GLHLIB float resultMatrix[16]; #endif float forward[3], side[3], up[3]; float matrix2[16]; //------------------ forward[0] = center3D[0] - eyePosition3D[0]; forward[1] = center3D[1] - eyePosition3D[1]; forward[2] = center3D[2] - eyePosition3D[2]; NormalizeVector(forward); //------------------ //Side = forward x up ComputeNormalOfPlane(side, forward, upVector3D); NormalizeVector(side); //------------------ //Recompute up as: up = side x forward ComputeNormalOfPlane(up, side, forward); //------------------ matrix2[0] = side[0]; matrix2[4] = side[1]; matrix2[8] = side[2]; matrix2[12] = 0.0; //------------------ matrix2[1] = up[0]; matrix2[5] = up[1]; matrix2[9] = up[2]; matrix2[13] = 0.0; //------------------ matrix2[2] = -forward[0]; matrix2[6] = -forward[1]; matrix2[10] = -forward[2]; matrix2[14] = 0.0; //------------------ matrix2[3] = matrix2[7] = matrix2[11] = 0.0; matrix2[15] = 1.0; //------------------ #ifdef BUILD_USE_GLHLIB MultiplyMatrices4by4OpenGL_FLOAT(resultMatrix, matrix, matrix2); glhTranslatef2(resultMatrix, -eyePosition3D[0], -eyePosition3D[1], -eyePosition3D[2]); //------------------ memcpy(matrix, resultMatrix, 16*sizeof(float)); #else glMultMatrixf(matrix2); glTranslatef( -eyePosition3D[0], -eyePosition3D[1], -eyePosition3D[2] ); #endif }
//---------------------------------------------------------------------- void LookAt(double *eye, double *target, double *upV, double *modelMatrix) { double forward[3], side[3], up[3]; double matrix2[16], resultMatrix[16]; //------------------ forward[0] = target[0] - eye[0]; forward[1] = target[1] - eye[1]; forward[2] = target[2] - eye[2]; NormalizeVector(forward); //------------------ //Side = forward x up ComputeNormalOfPlane(side, forward, upV); NormalizeVector(side); //------------------ //Recompute up as: up = side x forward ComputeNormalOfPlane(up, side, forward); //------------------ matrix2[0] = side[0]; matrix2[4] = side[1]; matrix2[8] = side[2]; matrix2[12] = 0.0; //------------------ matrix2[1] = up[0]; matrix2[5] = up[1]; matrix2[9] = up[2]; matrix2[13] = 0.0; //------------------ matrix2[2] = -forward[0]; matrix2[6] = -forward[1]; matrix2[10] = -forward[2]; matrix2[14] = 0.0; //------------------ matrix2[3] = matrix2[7] = matrix2[11] = 0.0; matrix2[15] = 1.0; //------------------ MultiplyMatrices(resultMatrix, modelMatrix, matrix2); Translate(resultMatrix, -eye[0], -eye[1], -eye[2]); //------------------ memcpy(modelMatrix, resultMatrix, 16*sizeof(double)); }