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Posted 18 December 2012 - 11:19 PM
Posted 19 December 2012 - 01:10 AM
Posted 19 December 2012 - 01:11 AM
Edited by BornToCode, 19 December 2012 - 01:54 AM.
Posted 19 December 2012 - 03:31 AM
Posted 21 December 2012 - 08:34 PM
//// Start exporting View and projection matrices Interface *ip2 = GetCOREInterface(); ViewExp * pView = ip2->GetActiveViewport(); // Get the viewport in question GraphicsWindow *gw = pView->getGW(); // Get the GraphicsWindow context gw->getCameraMatrix( mat, &invTM, &persp, &hither, &yon); // getting these values to work with ... see above for their types float oneOverDepth = 1.0f / (yon - hither); // Set the Direct3D Camera View Position and Camera Projection Transforms. // // The first matrix is the full projection transformation matrix that // converts World Coordinates into NPC. This means that the matrix is the // product of the Camera View Position transformation matrix and the Camera // Projection matrix. The second matrix is the inverse of the Camera View // Position transformation matrix so if we multiply this second matrix by // the first, we get the Camera Projection matrix. If we take the inverse // of the second matrix, we get the Camera View Position matrix. // // The Camera View Position transformation converts World coordinates into // Camera View Position coordinates where the camera is located at the // origin. We have been given the inverse of the Camera View Position // matrix so the first step is to take the inverse of this transform to // obtain the Camera View Position matrix. // General conversion from 3ds max coords to Direct3D coords: // // 3ds max: (Up, Front, Right) == (+Z, +Y, +X) // // Direct3D: (Up, Front, Right) == (+Y, +Z, +X) // // Conversion from 3ds max to Direct3D coords: // // 3ds max * conversion matrix = Direct3D // // [ x y z w ] * | +1 0 0 0 | = [ X Y Z W ] // | 0 0 +1 0 | // | 0 +1 0 0 | // | 0 0 0 +1 | // // The View transform below accomplishes this. The standard View transform // received makes the rotation about the X axis because the assumption was // to transform to RH coords with the XY plane being the vertical plane // instead of the XZ plane. The negation of the the Z column does the RH // to LH flip. Thus, the View transform makes the transition from RH 3ds // max coords to LH Direct3D coords. // View Matrix in 3ds max, inverse's inverse to become original [Jacky Luk] Matrix3 camTM = Inverse(invTM); // We now have an affine matrix (4x3) with no perspective column (it is // understood to be (0, 0, 0, 1)). We add the fourth column and flip the // Z-axis because Direct3D uses a left-handed coordinate system and MAX // uses a right-handed coordinate system. // Copy the affine view matrix data int ki, kj; MRow *pcvm = camTM.GetAddr(); for (ki = 0; ki < 4; ki++) { for (kj = 0; kj < 3; kj++) { d3dViewXform.m[ki][kj] = pcvm[ki][kj]; } } // Assign the fourth column (perspective terms) d3dViewXform.m[0][3] = d3dViewXform.m[1][3] = d3dViewXform.m[2][3] = 0.0f; d3dViewXform.m[3][3] = 1.0f; // Scale the Z-axis (third column) by -1 to flip to left-handed Direct3D // coordinate system for (ki = 0; ki < 4; ki++) { d3dViewXform.m[ki][2] *= -1.0f; } // Calculate the Direct3D Camera Projection transformation matrix. // // First, multiply the MAX full projection matrix by the inverse of the MAX // Camera View Position matrix to obtain the MAX Camera Projection matrix. // // This gives us a correct Direct3D Camera Projection matrix except for the // lower right quadrant. // MRow *pa = invTM.GetAddr(); for (ki = 0; ki < 4; ki++) { float val = (float)(ki==3); for (kj = 0; kj < 4; kj++) { d3dProjXform.m[ki][kj] = pa[ki][0] * mat[0][kj] + pa[ki][1] * mat[1][kj] + pa[ki][2] * mat[2][kj] + val * mat[3][kj]; } } // Now calculate the lower right quadrant of the Camera Projection matrix // using the facts that MAX uses an NPC Z-axis range of +1 to -1 whereas // Direct3D uses an NPC Z-axis range of zero to +1. // // For ease of reference, the general forms of the Direct3D Projection // matrix for perspective and orthographic projections are given below. // // Please note that the matrices are specified in row-major order. This // means that the translate terms are located in the fourth row and the // projection terms in the fourth column. This is consistent with the way // MAX, Direct3D, and OpenGL all handle matrices. Even though the OpenGL // documentation is in column-major form, the OpenGL code is designed to // handle matrix operations in row-major form. if (persp) { // Perspective projection. The general form of the Direct3D Camera // Projection matrix is: // // | 2n/(r-l) 0 0 0 | // | 0 2n/(t-b) 0 0 | // | (r+l)/(r-l) (t+b)/(t-b) f/(f-n) 1 | // | 0 0 -fn/(f-n) 0 | // // Construct the lower right four terms correctly for Direct3D. // d3dProjXform.m[2][2] = yon*oneOverDepth; d3dProjXform.m[2][3] = 1.0f; d3dProjXform.m[3][2] = -(yon*hither*oneOverDepth); d3dProjXform.m[3][3] = 0.0f; } else { // Orthographic projection. The general form of the Direct3D Camera // Projection matrix is: // // | 2/(r-l) 0 0 0 | // | 0 2/(t-b) 0 0 | // | 0 0 1/(f-n) 0 | // | (r+l)/(r-l) (t+b)/(t-b) -n/(f-n) 1 | // // Construct the lower right four terms correctly for Direct3D. // d3dProjXform.m[2][2] = oneOverDepth; d3dProjXform.m[2][3] = 0.0f; d3dProjXform.m[3][2] = -(hither*oneOverDepth); d3dProjXform.m[3][3] = 1.0f; } D3DXVECTOR3 v; D3DXQUATERNION q; D3DXVECTOR3 s; D3DXMatrixDecompose(&s, &q, &v, &d3dViewXform); DOMElement *elem1 = doc->createElement(L"Eye-Pos");
Edited by lucky6969b, 21 December 2012 - 08:45 PM.
Posted 21 December 2012 - 09:15 PM
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