Exemple #1
0
		Vector3<float> Camera::screenToWorldPoint(const Vector3<float>& p) {

			double x = p.x;
			double y = p.y;
			//if (type == TYPE_ORTHO || type == TYPE_PERSPECTIVE) {
				x = 2.0 * p.getX() / viewportWidth - 1;
				y = -2.0 * p.getY() / viewportHeight + 1;
			//} else if (type == TYPE_ORTHO_2D) {
			//	x = p.getX() / viewportWidth;
			//	y = -p.getY() / viewportHeight;
			//}
			//Matrix44<float> viewProjection = *projection.current() * *view.current();
			Matrix44 viewProjection = projection.m_stack[projection.m_stackIndex] * view.m_stack[view.m_stackIndex];
            viewProjection.inverse();

            Vector4 point4d(x, y, 0, 0);
            point4d = viewProjection * point4d;
			Vector3<float> ret(point4d.x, point4d.y, 0.0f);
			if (type == TYPE_ORTHO_2D) {
				ret.x += viewportWidth * 0.5f;
				ret.y += viewportHeight * 0.5f;
			}
			return ret;
			//return Vector3<float>(0,0,0);
		}
Exemple #2
0
Vector3 Camera::getLocalVector(const Vector3& v)
{
	Matrix44 iV = view_matrix;
	if (iV.inverse() == false)
		std::cout << "Matrix Inverse error" << std::endl;
	Vector3 result = iV.rotateVector(v);
	return result;
}
Exemple #3
0
Matrix44 Matrix44::getRotationOnly()
{
	Matrix44 trans = *this;
	trans.transpose();

	Matrix44 inv = *this;
	inv.inverse();

	return trans * inv;
}