ScreenToWorld2D
glm::vec3 xxxCamera2D::ScreenToWorld2D(glm::vec3 screen_pt)//screen point-->(x,y,0)
{
glm::vec3 normalized_screen_pt;
glm::vec3 world_pt;
float degree = PI / 2;
glm::vec3 pt;
/*方法1:使用矩阵
前提:世界坐标系固定,求得旋转至屏幕坐标中心为原点的屏幕坐标系的变换矩阵,再求逆*/
/*Step1:比例伸缩,求伸缩矩阵*/
glm::vec4 world_center_pt(0);
glm::vec3 vec_scale(m_fWidth / GetViewWidth(), 1, m_fHeight / GetViewHeight());
glm::mat4 M_scale = glm::scale(vec_scale);
/*Step2:平移到m_Eye坐标,求平移矩阵*/
glm::mat4 M_translate = glm::translate(m_Eye);
/*Step3:绕Y轴旋转,求旋转矩阵*/
glm::vec3 normal(0, 1, 0);
glm::mat4 M_rotate;
glm::mat4 M_convert;
glm::mat4 M_convert_inverse;
/*Screen中心为原点的screen_pt坐标*/
glm::vec3 converted_screen_center(m_fWidth / 2, 0, m_fHeight / 2);
glm::vec3 converted_screen_pt;
converted_screen_pt = (glm::vec3)((screen_pt.x - m_fWidth / 2), 0, (screen_pt.y - m_fHeight / 2));
glm::vec4 converted_pt_vec4(converted_screen_pt.x, converted_screen_pt.y, converted_screen_pt.z, 1);
glm::vec4 world_pt_vec4;
//注意:这里UP_NEGATIVE_Z和UP_POSITIVE_X都已经改成了Z轴垂直朝上的计算方法,
//但是,UP_POSITIVE_Z和UP_NEGATIVE_X还不确定是否正确
switch (m_iViewDirection)
{
case UP_POSITIVE_Z:
world_pt = InitialScreenToWorld(screen_pt);
break;
case UP_POSITIVE_X:
/*Scale:Screen坐标系原点先修改为屏幕中心,再拉伸*/
world_pt = InitialScreenToWorld(screen_pt);
/*Rotate*/
pt.x = (world_pt.x - m_Eye.x)*cos(degree) - (world_pt.z - m_Eye.z)*sin(degree) + m_Eye.x;
pt.y = 0;
pt.z = (world_pt.z - m_Eye.z)*cos(degree) + (world_pt.x - m_Eye.x)*sin(degree) + m_Eye.z;
world_pt = pt;
break;
case UP_NEGATIVE_Z:
/*Scale:Screen坐标系原点先修改为屏幕中心,再拉伸*/
world_pt = InitialScreenToWorld(screen_pt);
/*Rotate*/
degree *= 2;
pt.x = (world_pt.x - m_Eye.x)*cos(degree) - (world_pt.z - m_Eye.z)*sin(degree) + m_Eye.x;
pt.y = 0;
pt.z = (world_pt.z - m_Eye.z)*cos(degree) + (world_pt.x - m_Eye.x)*sin(degree) + m_Eye.z;
world_pt = pt;
/*M_rotate = glm::rotate(degree * 2, normal);
M_convert = M_translate *M_rotate* M_scale;
M_convert_inverse = glm::inverse(M_convert);
world_pt_vec4 = M_convert_inverse*converted_pt_vec4;
world_pt = glm::vec3(world_pt_vec4.x, world_pt_vec4.y, world_pt_vec4.z);*/
break;
case UP_NEGATIVE_X:
/*Scale:Screen坐标系原点先修改为屏幕中心,再拉伸*/
world_pt = InitialScreenToWorld(screen_pt);
/*Rotate*/
degree *= 3;
pt.x = (world_pt.x - m_Eye.x)*cos(degree) - (world_pt.z - m_Eye.z)*sin(degree) + m_Eye.x;
pt.y = 0;
pt.z = (world_pt.z - m_Eye.z)*cos(degree) + (world_pt.x - m_Eye.x)*sin(degree) + m_Eye.z;
world_pt = pt;
break;
default:
break;
}
//world_pt = glm::vec3(-world_pt.x, -world_pt.y, -world_pt.z);
return world_pt;
}
glm::vec3 xxxCamera2D::ScreenToWorld2D(glm::vec3 eye, glm::vec3 screen_pt)//screen point-->(x,y,0)
{
glm::vec3 normalized_screen_pt;
normalized_screen_pt.x = (float)screen_pt.x / m_fWidth;
normalized_screen_pt.y = 0;
normalized_screen_pt.z = (float)screen_pt.y / m_fHeight;
normalized_screen_pt.x -= 0.5f;
normalized_screen_pt.z -= 0.5f;
glm::vec3 world_pt = normalized_screen_pt * glm::vec3(GetViewWidth(), 0, -GetViewHeight());
world_pt.x += eye.x;
world_pt.z += eye.z;
return world_pt;
}
WorldToScreen
glm::vec3 xxxCamera2D::InitialWorldToScreen(glm::vec3 world_pt)
{
glm::vec3 normalized_screen_pt, screen_pt;
world_pt.x -= m_Eye.x;
world_pt.z -= m_Eye.z;
normalized_screen_pt = world_pt / glm::vec3(GetViewWidth(), 0, -GetViewHeight());
normalized_screen_pt.x += 0.5f;
normalized_screen_pt.z += 0.5f;
screen_pt.x = (float)normalized_screen_pt.x*m_fWidth;
screen_pt.y = (float)normalized_screen_pt.z*m_fHeight;
screen_pt.z = 0;
return screen_pt;
}