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Projection and camera matrix math question

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I have a simple problem but unfortunately im not that skilled with math so i was hoping someone can help me out a bit. Basically i have a camera A and camera B, and how do i calculate camera B so that it's near plane equals in size but opposite in direction to camera A FAR plane So i want to my camera A view/projection matrix to give me camera B which starts on the far plane of camera a and is looking in the opposite direction.

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I'm not sure I got you right, but you may try something like this:

A - source matrix
B - destination matrix

[source lang=cpp]
/// copy projection matrix
ProjectionOfB = ProjectionOfA;

/// get X, Y and Z direction of view matrix A
XDirectionOfA = (ViewOfA.M11, ViewOfA.M21, ViewOfA.M31);
YDirectionOfA = (ViewOfA.M12, ViewOfA.M22, ViewOfA.M32);
ZDirectionOfA = (ViewOfA.M13, ViewOfA.M23, ViewOfA.M33);

/// calculate directions of view matrix B
XDirectionOfB = XDirectionOfA;
YDirectionOfB = YDirectionOfA;
ZDirectionOfB = -ZDirectionOfA;

/// calculate inverse of view matrix A
InvViewOfA = MatrixInverse(ViewOfA);
/// retrieve camera position from A
PositionOfA = (InvViewOfA.M41, InvViewOfA.M42, InvViewOfA.M43);

/// calculate camera position for B
PositionOfB = PositionOfA + ZDirectionOfA * FarPlaneOfA;


/// construct view matrix of B

ViewOfB.M11 = XDirectionOfB.X;
ViewOfB.M21 = XDirectionOfB.Y;
ViewOfB.M31 = XDirectionOfB.Z;
ViewOfB.M41 = -DotProduct(XDirectionOfB, PositionOfB);

ViewOfB.M12 = YDirectionOfB.X;
ViewOfB.M22 = YDirectionOfB.Y;
ViewOfB.M32 = YDirectionOfB.Z;
ViewOfB.M42 = -DotProduct(YDirectionOfB, PositionOfB);

ViewOfB.M13 = ZDirectionOfB.X;
ViewOfB.M23 = ZDirectionOfB.Y;
ViewOfB.M33 = ZDirectionOfB.Z;
ViewOfB.M43 = -DotProduct(ZDirectionOfB, PositionOfB);

ViewOfB.M14 = 0;
ViewOfB.M24 = 0;
ViewOfB.M34 = 0;
ViewOfB.M44 = 1;





Hope this helps.

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where


FarPlaneOfA = -ProjectionOfA.M43 / (ProjectionOfA.M33-1);



Best regards,
Paool

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