Ogre-捏脸-三维坐标投影到屏幕坐标
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2024-03-25 20:04:28
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详细原理可查看博客:
https://blog.csdn.net/miyu1994/article/details/106554004
bool World2Screen(Vector3 objPos, Vector2& screenPos)
{
//视图矩阵
Matrix4 viewMat = m_camera->getViewMatrix();
//透视投影矩阵
Matrix4 projMat = m_camera->getProjectionMatrix();
Vector4 inP = Vector4(objPos.x, objPos.y, objPos.z ,1.0);
//先做视图变换
Vector4 outP = viewMat * inP;
//再做投影变换
outP = projMat * outP;
if(outP.w <= 0.0f)
return false;
//齐次坐标
outP.x /= outP.w;
outP.y /= outP.w;
outP.z /= outP.w;
//[-1,1]->[0,1]
outP.x = outP.x*0.5 + 0.5;
outP.y = outP.y*0.5 + 0.5;
outP.z = outP.z*0.5 + 0.5;
outP.x = outP.x;
outP.y = (1-outP.y);
// outP.x = outP.x * mWindow->getWidth();
// outP.y = (1-outP.y) * mWindow->getHeight();
//返回归一后的坐标
screenPos.x = outP.x;
screenPos.y = outP.y;
return true;
}
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