@brief Get a *right-handed* camera matrix from me * @param out Camera matrix to be filled */
| 194 | * @param out Camera matrix to be filled |
| 195 | */ |
| 196 | void GetCameraMatrix(aiMatrix4x4 &out) const { |
| 197 | /** todo: test ... should work, but i'm not absolutely sure */ |
| 198 | |
| 199 | /** We don't know whether these vectors are already normalized ...*/ |
| 200 | aiVector3D zaxis = mLookAt; |
| 201 | zaxis.Normalize(); |
| 202 | aiVector3D yaxis = mUp; |
| 203 | yaxis.Normalize(); |
| 204 | aiVector3D xaxis = mUp ^ mLookAt; |
| 205 | xaxis.Normalize(); |
| 206 | |
| 207 | out.a4 = -(xaxis * mPosition); |
| 208 | out.b4 = -(yaxis * mPosition); |
| 209 | out.c4 = -(zaxis * mPosition); |
| 210 | |
| 211 | out.a1 = xaxis.x; |
| 212 | out.a2 = xaxis.y; |
| 213 | out.a3 = xaxis.z; |
| 214 | |
| 215 | out.b1 = yaxis.x; |
| 216 | out.b2 = yaxis.y; |
| 217 | out.b3 = yaxis.z; |
| 218 | |
| 219 | out.c1 = zaxis.x; |
| 220 | out.c2 = zaxis.y; |
| 221 | out.c3 = zaxis.z; |
| 222 | |
| 223 | out.d1 = out.d2 = out.d3 = 0.f; |
| 224 | out.d4 = 1.f; |
| 225 | } |
| 226 | |
| 227 | #endif |
| 228 | }; |