问题
Follow-up for: Calculating world coordinates from camera coordinates
I'm multiplying a 2D vector with a transformation matrix (OpenGL's model-view matrix) to get world coordinates from my camera coordinates.
I do this calculation like this:
private Vector2f toWorldCoordinates(Vector2f position) {
glPushMatrix();
glScalef(this.zoom, this.zoom, 1);
glTranslatef(this.position.x, this.position.y, 0);
glRotatef(ROTATION, 0, 0, 1);
ByteBuffer m = ByteBuffer.allocateDirect(64);
m.order(ByteOrder.nativeOrder());
glGetFloatv(GL_MODELVIEW_MATRIX, m);
float x = (position.x * m.getFloat(0)) + (position.y * m.getFloat(4)) + m.getFloat(12);
float y = (position.x * m.getFloat(16)) + (position.y * m.getFloat(20)) + m.getFloat(28);
glPopMatrix();
return new Vector2f(x, y);
}
Now I also want to do this vice-versa: calculate the camera coordinates for a position in the world. How can I reverse this calculation?
回答1:
To create a matrix representing the inverse transform to the one above, apply the transforms in reverse, with negative quantities for the rotation and translation and an inverse quantity for the zoom:
glRotatef(-ROTATION, 0, 0, 1);
glTranslatef(-this.position.x, -this.position.y, 0);
glScalef(1.0f / this.zoom, 1.0f / this.zoom, 1);
Then multiply by the position vector as before.
The alternative is to compute the inverse matrix, but this way is much simpler.
来源:https://stackoverflow.com/questions/30080477/doing-a-matrix-multiplication-in-reverse