Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualShotoReaper

Posted 29 November 2012 - 01:34 PM

Hi!
I want to transform a glm::vec3 ( camera.target) by a glm::mat4(camera.rotationMatrix). I try multiply this give me an error:error: no match for 'operator*' in 'originalTarget * ((Camera*)this)->Camera::rotationMatrix'. I suppose that I can´t multiply a vec3 * mat4.
Does GLM some function to transform this? Other way to do the transform?

The code:

void Camera::Update(void)
{
// Aplicamos la rotacion sobre el target
glm::vec3 originalTarget = target;
glm::vec3 rotatedTarget = originalTarget * rotationMatrix;

// Aplicamos la rotacion sobre el Up
glm::vec3 originalUp = up;
glm::vec3 rotatedUp = originalUp * rotationMatrix;

// Establecemos las matrices de vista y proyeccion
view = lookAt(
position, //eye
rotatedTarget, //direction
rotatedUp //up
);
projection = perspective(
FOV,
(float) getParent()->getEngine()->GetCurrentWidth() / getParent()->getEngine()->GetCurrentWidth() ,
near_plane,
far_plane);
}

#3ShotoReaper

Posted 29 November 2012 - 01:34 PM

Hi!
I want to transform a glm::vec3 ( camera.target) by a glm::mat4(camera.rotationMatrix). I try multiply this give me an error:error: no match for 'operator*' in 'originalTarget * ((Camera*)this)->Camera::rotationMatrix'. I suppose that I can´t multiply a vec3 * mat4.
Does GLM some function to transform this? Other way to do the transform?

The code:

void Camera::Update(void)
{
// Aplicamos la rotacion sobre el target
glm::vec3 originalTarget = target;
glm::vec3 rotatedTarget = originalTarget * rotationMatrix;

// Aplicamos la rotacion sobre el Up
glm::vec3 originalUp = up;
glm::vec3 rotatedUp = originalUp * rotationMatrix;

// Establecemos las matrices de vista y proyeccion
view = lookAt(
position, //eye
rotatedTarget, //direction
rotatedUp //up
);
projection = perspective(
FOV,
(float) getParent()->getEngine()->GetCurrentWidth() / getParent()->getEngine()->GetCurrentWidth() ,
near_plane,
far_plane);
}

#2ShotoReaper

Posted 29 November 2012 - 01:34 PM

Hi!
I want to transform a glm::vec3 ( camera.target) by a glm::mat4(camera.rotationMatrix). I try multiply this give me an error:error: no match for 'operator*' in 'originalTarget * ((Camera*)this)->Camera::rotationMatrix'. I suppose that I can´t multiply a vec3 * mat4.
Does GLM some function to transform this? Other way to do the transform?

The code:

void Camera::Update(void)
{
// Aplicamos la rotacion sobre el target
glm::vec3 originalTarget = target;
glm::vec3 rotatedTarget = originalTarget * rotationMatrix;

// Aplicamos la rotacion sobre el Up
glm::vec3 originalUp = up;
glm::vec3 rotatedUp = originalUp * rotationMatrix;

// Establecemos las matrices de vista y proyeccion
view = lookAt(
position, //eye
rotatedTarget, //direction
rotatedUp //up
);
projection = perspective(
FOV,
(float) getParent()->getEngine()->GetCurrentWidth() / getParent()->getEngine()->GetCurrentWidth() ,
near_plane,
far_plane);
}

#1ShotoReaper

Posted 29 November 2012 - 01:33 PM

Hi!
I want to transform a glm::vec3 ( camera.target) by a glm::mat4(camera.rotationMatrix). I try multiply this give me an error:error: no match for 'operator*' in 'originalTarget * ((Camera*)this)->Camera::rotationMatrix'. I suppose that I can´t multiply a vec3 * mat4.
Does GLM some function to transform this? Other way to do the transform?

PARTNERS