Game Development Reference
In-Depth Information
Vector3 worldToLocal(const Vector3 &world, const Matrix4 &transform)
{
Matrix4 inverseTransform;
inverseTransform.setInverse(transform);
return inverseTransform.transform(world);
}
If the transform matrix is made up of only a rotation and a translation (as it
should be for our needs), we can do this in one step.
We split the 3
4 matrix into two components: the translation vector (i.e., the
fourth column of the matrix) and the 3
×
3 rotation matrix. First we perform the
inverse translation by simply subtracting the translation vector. Then we make use of
the fact that the inverse of a 3
×
×
3 rotation matrix is simply its transpose, and multiply
by the transpose.
This can be done in one method that looks like this:
Excerpt from include/cyclone/core.h
/**
* Holds a transform matrix, consisting of a rotation matrix and
* a position. The matrix has 12 elements; it is assumed that the
* remaining four are (0,0,0,1), producing a homogenous matrix.
*/
class Matrix4
{
// ... Other Matrix4 code as before ...
/**
* Transform the given vector by the transformational inverse
* of this matrix.
*/
Vector3 transformInverse(const Vector3 &vector) const
{
Vector3 tmp = vector;
tmp.x -= data[3];
tmp.y -= data[7];
tmp.z -= data[11];
return Vector3(
tmp.x * data[0] +
tmp.y * data[4] +
tmp.z * data[8],
tmp.x * data[1] +
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