Reputation: 5302
I'm currently using a 3x2 matrix (called Transform
), generated like this:
private void CalculateTransform()
{
_positionToOriginOffset = _position - _origin;
if (_positionToOriginOffset.X < 0.0f)
_positionToOriginOffset.X = 0.0f;
if (_positionToOriginOffset.Y <= _maxY)
_positionToOriginOffset.Y = _maxY;
if (_positionToOriginOffset.Y > 0.0f)
_positionToOriginOffset.Y = 0.0f;
Transform = SimpleMatrix3x2.Identity;
if (_zoom != 1.0f || _rotation != 0.0f)
{
Transform =
SimpleMatrix3x2.CreateTranslation(-Position) *
SimpleMatrix3x2.CreateScale(_zoom) *
SimpleMatrix3x2.CreateRotation(_rotation) *
SimpleMatrix3x2.CreateTranslation(Position);
}
Transform *= SimpleMatrix3x2.CreateTranslation(-_positionToOriginOffset);
}
public static SimpleMatrix3x2 CreateTranslation(SimpleVector2 position)
{
SimpleMatrix3x2 result;
result.M11 = 1.0f;
result.M12 = 0.0f;
result.M21 = 0.0f;
result.M22 = 1.0f;
result.M31 = position.X;
result.M32 = position.Y;
return result;
}
How do I convert a 3x2 matrix into a 4x4?
public static Matrix ToMatrix4x4(SimpleMatrix3x2 matrix)
{
return new Matrix(...); ?
}
Matrix
class is from Microsoft.Xna.Framework
and it is a 4x3 Matrix.
Upvotes: 1
Views: 819
Reputation: 1675
Programmatically speaking, the XNA matrix class represents a 4x4 matrix. It has a constructor which takes 16 values (m11, m12, ..., m44), so you can simply pass your values to it.
Mathematically speaking, the last column of a 3d transform matrix should contain (0,0,0,1). The second one should have (0, 0, 1, 0), based on the fact that you are converting from a 2d transform matrix. Overall, it should look like this :
return new Matrix(m.11, m.12, 0, 0,
m.21, m.22, 0, 0,
0, 0, 1, 0,
m.31, m.32, 0, 1);
Hope that helped!
Upvotes: 3