Right now my application rotates on camera.rotationX, Y Z and does a -translation of camera.x,y,z on the modelview matrix. How could I equivocate this to a call to gluLookAt?
Thanks
basically how could I get this:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//starts here
glRotatef(Camera.rotx,1,0,0);
glRotatef(Camera.roty,0,1,0);
glRotatef(Camera.rotz,0,0,1);
glTranslatef(-Camera.x , -Camera.y - 4.5,-Camera.z );
Instead into a call开发者_如何学编程 to gluLookAt which would make it look the same.
Thanks
The reason I want to do this is because I found a fustrum culling class that works with gluLookAt as seen below
void FrustumG::setCamDef(Vec3 &p, Vec3 &l, Vec3 &u) {
Vec3 dir,nc,fc,X,Y,Z;
Z = p - l;
Z.normalize();
X = u * Z;
X.normalize();
Y = Z * X;
nc = p - Z * nearD;
fc = p - Z * farD;
ntl = nc + Y * nh - X * nw;
ntr = nc + Y * nh + X * nw;
nbl = nc - Y * nh - X * nw;
nbr = nc - Y * nh + X * nw;
ftl = fc + Y * fh - X * fw;
ftr = fc + Y * fh + X * fw;
fbl = fc - Y * fh - X * fw;
fbr = fc - Y * fh + X * fw;
pl[TOP].set3Points(ntr,ntl,ftl);
pl[BOTTOM].set3Points(nbl,nbr,fbr);
pl[LEFT].set3Points(ntl,nbl,fbl);
pl[RIGHT].set3Points(nbr,ntr,fbr);
pl[NEARP].set3Points(ntl,ntr,nbr);
pl[FARP].set3Points(ftr,ftl,fbl);
}
Don't use gluLookAt, glRotate or glOrtho there all deprecated in the OpenGL 3 spec. Go grab the glm library http://glm.g-truc.net/ and do this instead...
Camera example.
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform2.hpp>
glm::vec4 position = glm::vec4( 1.0f, 0.0f, 0.0f, 1.0f );
glm::mat4 view = glm::lookAt( glm::vec3(0.0,0.0,5.0),
glm::vec3(0.0,0.0,0.0),
glm::vec3(0.0,1.0,0.0) );
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate( model, 90.0f, glm::vec3(0.0f,1.0f,0.0) );
glm::mat4 mv = view * model;
glm::vec4 transformed = mv * position;
Deprecated function replacements
http://glm.g-truc.net/api-0.9.2/a00003.html
Well your eye position E will be (Camera.x, Camera.y + 4.5, Camera.z). The default view vector V is (0, 0, -1) in OpenGL, if I remember correctly and default up vector U is (0, 1, 0).
So you rotate these two vectors with your camera rotation. See http://en.wikipedia.org/wiki/Rotation_matrix or http://en.wikipedia.org/wiki/Quaternion. Center is then the rotated view vector View vector + Camera vector. Up vector is simply the rotated up vector.
gluLookAt(Camera.x, Camera.y + 4.5, Camera.z, Camera.x + V.x, Camera.y + V.y, Camera.z + V.z, U.x, U.y, U.z)
gluLookAt(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz : glDouble);
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