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OpenGL之视图矩阵View Matrix

程序员文章站 2022-07-04 09:09:34
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OpenGL矩阵中有一个重要的矩阵,视图矩阵。

把物体从世界坐标系转化到视点坐标系的矩阵称为视图矩阵。

记录一下用过的经验。

视图矩阵有三组向量,分别是视点,观察点和Up向量。

视点,即眼睛观察的位置,x轴表示从x轴侧看,y轴表示从y轴斜看,z轴从z轴方向看.
z轴一般决定远近,物体的大小,值远大,观测的距离就越远,图形显示效果看着就越小。
x轴,y轴决定了物体的角度。

观察点,修改x,y轴,图像会沿x,y轴移动。z轴的值必须小于视点z轴的值,否则看不见图像。

Up向量,如果拿着相机,这就是我们的头部要指向的地方。范围为0.0f-1.0f,如果z轴为0,设置x轴和y轴,会使图像沿着z轴旋转。

/**
* Store the view matrix. This can be thought of as our camera. This matrix transforms world space to eye space;
* it positions things relative to our eye.
*/
private float[] mViewMatrix = new float[16];

// Position the eye behind the origin.
final float eyeX = 0.0f;
final float eyeY = 0.0f;
final float eyeZ = 20f;

// We are looking toward the distance
final float centerX = 0.0f;
final float centerY = 0.0f;
final float centerZ = 19.9f;

// Set our up vector. This is where our head would be pointing were we holding the camera.
final float upX = 0.5f;
final float upY = 1.0f;
final float upZ = 0.0f;

// Set the view matrix. This matrix can be said to represent the camera position.
// NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and
// view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose.
Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ);