如果您有对象的模型视图矩阵,则可以使用以下代码提取位置:
// ... Some rotations/translations has been applied
GLfloat matrix[16];
glGetFloatv (GL_MODELVIEW_MATRIX, matrix);
const float position_x = matrix[12];
const float position_y = matrix[13];
const float position_z = matrix[14];
旋转有点复杂,看:欧拉角。我们想要的旋转矩阵是 zyx-one => 的转置
//c1 = cos(alignment_x)
//c2 = cos(alignment_y)
//c3 = cos(alignment_z)
//s1 = sin(alignment_x)
//s2 = sin(alignment_y)
//s3 = sin(alignment_z)
//matrix[0] = c1 * c2
//matrix[1] = -c2 * s1
//matrix[2] = s2
//matrix[4] = c3 * s1 + c1 * s2 * s3
//matrix[5] = c1 * c3 - s1 * s2 * s3
//matrix[6] = -c2 * s3
//matrix[8] = s1 * s3 - c1 * c3 * s2
//matrix[9] = c3 * s1 * s2 + c1 * s3
//matrix[10] = c2 * c3
从中提取实际角度相当麻烦,因为有几个奇点,如果我们忽略这些,我们会得到:
// Assumes c2 != 0, you'll need more code to handle the special cases
if (matrix[0] != 0.0f || matrix[1] != 0.0f) {
const float alignment_x = atanf(-matrix[1], matrix[0]);
float c2;
if (0 != cosf(alignment_x)) {
c2 = matrix(0) / cosf(alignment_x);
} else {
c2 = matrix(1) / -sinf(alignment_x);
}
const float alignment_y = atanf(matrix[2], c2);
const float alignment_z = atanf(-matrix[6], matrix[10]);
} else {
alignment_y = atanf(matrix[2], 0);
//Too tired to deduce alignment_x and alignment_z, someone else?
}
以上所有代码都假设您只使用旋转/平移,没有缩放或倾斜。
最后让我说欧拉角是邪恶的,如果我是你,我会为你试图解决的任何问题寻找替代解决方案;)
/AB