OpenGL上的lookat函数,传递两个物体的坐标,其中一个根据的位置旋转或者说一直看着另一个。
void Matrix::lookAt(float *m,
float eyeX, float eyeY, float eyeZ,
float tarX, float tarY, float tarZ,
float upX, float upY, float upZ)
{
float fx = eyeX - tarX;
float fy = eyeY - tarY;
float fz = eyeZ - tarZ;
normalize(fx, fy, fz);
float sx = fy * upZ - fz * upY;
float sy = fz * upX - fx * upZ;
float sz = fx * upY - fy * upX;
float ux = sy * fz - sz * fy;
float uy = sz * fx - sx * fz;
float uz = sx * fy - sy * fx;
m[ 0] = sx;
m[ 1] = sy;
m[ 2] = sz;
m[ 3] = 0.0f;
m[ 4] = ux;
m[ 5] = uy;
m[ 6] = uz;
m[ 7] = 0.0f;
m[ 8] = fx;
m[ 9] = fy;
m[10] = fz;
m[11] = 0.0f;
m[12] = eyeX;
m[13] = eyeY;
m[14] = eyeZ;
m[15] = 1.0f;
// matrixTranslateM(m, -eyeX, -eyeY, -eyeZ);
}
参数解释:
m是要传递的矩阵(也是eye,需要跟着别人旋转物体的矩阵),eyeX,eyeY,eyeZ是指要看着另外一个物体的自身那个物体。也就是跟着别人动的自己(XYZ是自己的世界坐标)。tar是指目标物体,就是想跟着他的方向转动的目标物体(xyz也是指tar的世界坐标),upX,upY,upZ是指头顶方向。一般都是0,1,0
参考原文:http://games.greggman.com/game/webgl-3d-cameras/