在讲摄像机之前 我们必须先讲到透视变换 将 现在所处的世界坐标系转化到 摄像机坐标系
先在四维矩阵里加入投影变化
/*
*
* 投影
* */
public Matrix4f initProjection(float fov, float width, float height, float zNear, float zFar)
{
float ar = width/height;
float tanHalfFOV = (float)Math.tan(Math.toRadians(fov / 2));
float zRange = zNear - zFar;
m[0][0] = 1.0f / (tanHalfFOV * ar); m[0][1] = 0; m[0][2] = 0; m[0][3] = 0;
m[1][0] = 0; m[1][1] = 1.0f / tanHalfFOV; m[1][2] = 0; m[1][3] = 0;
m[2][0] = 0; m[2][1] = 0; m[2][2] = (-zNear -zFar)/zRange; m[2][3] = 2 * zFar * zNear / zRange;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 1; m[3][3] = 0;
return this;
}
加入投影变换
/*
* 获得变换矩阵
* */
public Matrix4f getTransformation()
{
Matrix4f translationMatrix = new Matrix4f().initTranslation(translation.getX(), translation.getY(), translation.getZ());
Matrix4f rotationMatrix = new Matrix4f().initRotation(rotation.getX(), rotation.getY(), rotation.getZ());
Matrix4f scaleMatrix = new Matrix4f().initScale(scale.getX(), scale.getY(), scale.getZ());
return translationMatrix.mul(rotationMatrix).mul(scaleMatrix);
}