osg各个坐标变换

osg::Vec3d TrackballRotate::screen2World(osg::Vec3 screenPoint)//将屏幕坐标转换到世界坐标
{
    osg::Vec3d vec3;
    osg::ref_ptr<osg::Camera> camera = viewer->getCamera();
    //osg::Vec3d vScreen(x,y, 0);
    osg::Matrix mVPW = camera->getViewMatrix() * camera->getProjectionMatrix() * camera->getViewport()->computeWindowMatrix();
    osg::Matrix invertVPW;
    invertVPW.invert(mVPW);
    vec3 = screenPoint * invertVPW;
    return vec3;
}
osg::Vec3d TrackballRotate::world2Screen(osg::Vec3 worldPoint)//世界到屏幕
{
    osg::Vec3d vec3;
    osg::ref_ptr<osg::Camera> camera = viewer->getCamera();
    osg::Matrix mVPW = camera->getViewMatrix() * camera->getProjectionMatrix() * camera->getViewport()->computeWindowMatrix();
    vec3 = worldPoint * mVPW;
    return vec3;
}

osg::Vec3d TrackballRotate::world2Camera(osg::Vec3 worldPoint)//世界转相机
{
    osg::Vec3d vec3;
    osg::ref_ptr<osg::Camera> camera = viewer->getCamera();
    osg::Matrix mV = camera->getViewMatrix();
    vec3 = worldPoint * mV;
    return vec3;
}
osg::Vec3d TrackballRotate::camera2World(osg::Vec3 cameraPoint)//相机转世界
{
    osg::Vec3d vec3;
    osg::ref_ptr<osg::Camera> camera = viewer->getCamera();
    //osg::Vec3d vScreen(x,y, 0);
    osg::Matrix mV = camera->getViewMatrix();
    osg::Matrix invertmV;
    invertmV.invert(mV);
    vec3 = cameraPoint * invertmV ;
    return vec3;
}
osg::Vec3d TrackballRotate::screen2Camera(osg::Vec3 screenPoint)//屏幕转相机
{
    osg::Vec3d vec3;
    osg::ref_ptr<osg::Camera> camera = viewer->getCamera();
    osg::Matrix mPW = camera->getProjectionMatrix() * camera->getViewport()->computeWindowMatrix();
    osg::Matrix invertmPW;
    invertmPW.invert(mPW);
    vec3 = screenPoint * invertmPW;
    return vec3;
}
osg::Vec3d TrackballRotate::camera2Screen(osg::Vec3 cameraPoint)//相机转屏幕
{
    osg::Vec3d vec3;
    osg::ref_ptr<osg::Camera> camera = viewer->getCamera();
    //osg::Vec3d vScreen(x,y, 0);
    osg::Matrix mPW = camera->getProjectionMatrix() * camera->getViewport()->computeWindowMatrix();
    vec3 = cameraPoint * mPW;
    return vec3;
}
原文链接:https://blog.csdn.net/u011310341/article/details/70159288

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