Reputation: 852
I'm trying to calculate modelview matrix of my 2D camera but I can't get the formula right. I use the Affine3f transform class so the matrix is compatible with OpenGL. This is closest that I did get by trial and error. This code rotates and scales the camera ok, but if I apply translation and rotation at same time the camera movement gets messed up: camera moves in rotated fashion, which is not what I want. (And this probaly due to fact I first apply the rotation matrix and then translation)
Eigen::Affine3f modelview;
modelview.setIdentity();
modelview.translate(Eigen::Vector3f(camera_offset_x, camera_offset_y, 0.0f));
modelview.scale(Eigen::Vector3f(camera_zoom_x, camera_zoom_y, 0.0f));
modelview.rotate(Eigen::AngleAxisf(camera_angle, Eigen::Vector3f::UnitZ()));
modelview.translate(Eigen::Vector3f(camera_x, camera_y, 0.0f));
[loadmatrix_to_gl]
What I want is that camera would rotate and scale around offset position in screenspace {(0,0) is middle of the screen in this case} and then be positioned along the global xy-axes in worldspace {(0,0) is also initialy at middle of the screen} to the final position. How would I do this?
Note that I have set up also an orthographic projection matrix, which may affect this problem.
Upvotes: 4
Views: 2171
Reputation: 852
JCooper did great explaining the steps to construct the initial matrix.
However I eventually solved the problem bit differently. There was few additional things and steps that were not obvious for me at the time. See JCooper answer's comments. First is to realize all matrix operations are relative.
Thus if you want to position or move the camera with absolute xy-axes, you must first decompose the matrix to extract its absolute position with unchanged axes. Then you translate the matrix by the difference of the old and new position.
Here is way to do this with Eigen:
First compute Affine2f matrix cmat
scalar determinant D. With Eigen this is done with D = cmat.linear().determinant();
. Next compute 'reverse' matrix matrev
of the current rotation+scale matrix R using the D. matrev = (RS.array() / (1.0f / determ)).matrix());
where RS is cmat.matrix().topLeftCorner(2,2)
The absolute camera position P is then given by P = invmat * -C
where C is cmat.matrix().col(2).head<2>()
Now we can reposition the camera anywhere along the absolute axes and keeping the rotation+scaling same: V = RS * (T - P) where RS is same as before, T is the new position vec and P is the decomposed position vec.
The cmat
then simply translated by V to move the camera: cmat.pretranslate(V)
Upvotes: 0
Reputation: 6525
If you want a 2D image, rendered in the XY plane with OpenGL, to (1) rotate counter-clockwise by a around point P, (2) scale by S, and then (3) translate so that pixels at C (in the newly scaled and rotated image) are at the origin, you would use this transformation:
If the 2D image we being rendered at the origin, you'd also need to end by translate by some value along the negative z axis to be able to see it.
Normally, you'd just do this with OpenGL basics (glTranslatef
, glScalef
, glRotatef
, etc.). And you would do them in the reverse order that I've listed them. Since you want to use glLoadMatrix
, you'd do things in the order I described with Eigen. It's important to remember that OpenGL is expecting a Column Major matrix (but that seems to be the default for Eigen; so that's probably not a problem).
Upvotes: 1