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ViewMatrix and Camera Direction

by William Todd Scott · in Torque Game Engine · 01/24/2006 (2:05 pm) · 3 replies

Hi All,

I am trying to get the direction vector of the camera in the renderObject function of a class that inherits from SceneObject.

I believe that in DirectX this would normally be the third column of the viewMatrix and in OpenGL this would normally be the third row of the viewMatrix. However, the values I am pulling from the third row (and column) of the state->mViewMatrix don't seem to be correct.

Can someone help me out on what I am doing wrong?

Thanks
Todd

edit: Alternatively, is there a quick way to get the view direction of the camera from within the renderObject function?

#1
01/24/2006 (2:22 pm)
You can declare a vector that has your original non rotated heading.
and apply the rotation from this matrix to it.

PointF heading(0,1,0) ; // cannot remember if this is right for torque
mat.mulv(heading); // something like that anyhow.
#2
01/24/2006 (2:41 pm)
Badguy,

Thank you soooooo much. I can't tell you how much time I wasted on this, but with your help my stuff is working now.

I guess I never quite understood just how the viewMatrix would be effected by changin Z to up. I'm going to have to get some more linear algebra under my belt.

Thanks again.
Todd
#3
01/24/2006 (2:56 pm)
No problem :)
glad to help.