steve3d Posted May 3, 2013 Posted May 3, 2013 This might be a very stupid question, But I really can not figure out how to do this. In my scene, I need to update a PlayerDummy from a cacluated modelview matrix, but I found my modelview matrix are almost correct except it's looking direction is inversed. I know that unigine use same format of modelview matrix as opengl, according to opengl, I just need to inverse the column 0(left) and column 2(direction), and leave the columnt 1/3 unchanged, that should inverse the camera's looking direction. But in my script, i use this to inverse mv.m00m10m20m30 = -mv.m00m10m20m30; mv.m02m12m22m32 = -mv.m02m12m22m32; dummy.setModelview(mv); and result is, dummy camera are gone, there is nothing to be rendered, only background color. So how can I correctly inverse the looking direction of a player by using modelview matrix?
frustum Posted June 24, 2013 Posted June 24, 2013 Unigine scripts support m.col0/row0 syntax, so m00m10m20m30 can be replaced. To inverse camera direction just multiply your matrix by rotateX(180.0f).
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