Graphics Reference
In-Depth Information
The same result is obtained simply by substituting -
roll
,-
pitch
,-
yaw
in the
original matrices. As described above, the virtual camera will normally be
translated from the origin by (
t
x
,t
y
,t
z
), which implies that the transform
from the world space to the camera space must be evaluated as follows:
⎡
⎣
⎤
⎦
⎡
⎣
⎤
⎦
x
y
z
1
x
y
z
1
=[
−
roll
]
·
[
−
pitch
]
·
[
−
yaw
]
·
[
−
translate
(
−
t
x
,
−
t
y
,
−
t
z
)
·
(7.81)
which can be represented by a single homogeneous matrix:
⎡
⎣
⎤
⎦
⎡
⎣
⎤
⎦
·
⎡
⎣
⎤
⎦
x
y
z
1
T
11
T
12
T
13
T
14
x
y
z
1
T
21
T
22
T
23
T
24
=
(7.82)
T
31
T
32
T
33
T
34
T
41
T
42
T
43
T
44
where
T
11
=cos(
yaw
)cos(
roll
) + sin(
yaw
) sin(
pitch
) sin(
roll
)
T
12
=cos(
pitch
) sin(
roll
)
T
13
=
sin(
yaw
)cos(
roll
)+cos(
yaw
) sin(
pitch
) sin(
roll
)
T
14
=
−
(
t
x
T
11
+
t
y
T
12
+
t
z
T
13
)
T
21
=
−
cos(
yaw
) sin(
roll
) + sin(
yaw
) sin(
pitch
)cos(
roll
)
T
22
=cos(
pitch
)cos(
roll
)
T
23
=sin(
yaw
) sin(
roll
)+cos(
yaw
) sin(
pitch
)cos(
roll
)
T
24
=
−
(
t
x
T
21
+
t
y
T
22
+
t
z
T
23
)
T
31
=sin(
yaw
)cos(
pitch
)
T
32
=
−
sin(
pitch
)
T
33
=cos(
yaw
)cos(
pitch
)
T
34
=
−
−
(
t
x
T
31
+
t
y
T
32
+
t
z
T
33
)
T
41
=0
T
42
=0
T
43
=0
T
44
= 1
(7.83)
This, too, can be verified by a simple example. For instance, consider the
situation shown in Figure 7.22 where the following conditions prevail:
roll
=0
◦
pitch
=0
◦
yaw
= 180
◦
t
x
=10