Reputation: 13283
If I have the modelview rotation matrix (which I also can use in glMultMatrixf(rtMatrix, 0) for example) then how can I calculate out of this the rotation around the virtual camera. I think converting the position t is just camPos=-1*t but how do I get the rotation around the camera when i have the rotation around the world center (which is the model view matrix right?)
Upvotes: 2
Views: 2501
Reputation: 162164
Take the inverse of the upper left 3×3 submatrix of the modelview matrix:
-1
/ M00 M10 M20 \
O = | M01 M11 M21 |
\ M02 M12 M22 /
Done.
/* datenwolf's linmath.h, available at
* https://github.com/datenwolf/linmath.h
*/
#include <linmath.h>
void view_orientation(mat4x4 O, mat4x4 MV)
{
mat4x4_dup(O, MV);
O[0][3] = O[1][3] = O[2][3] =
O[3][0] = O[3][1] = O[3][2] = 0.;
O[3][3] = 1;
mat4x4_invert(O, O);
}
Upvotes: 2