lookAt missing?
Opened this issue · 2 comments
pocdn commented
Here's a missing function lookAt found in the original glm c++ file matrix_transform.inl. Would you consider adding it to your matrix_transform.py file?
You also did not implement cross-function so I just did it in line for the lookAt only.
def lookAt(eye, center, up):
"""Creates a viewing matrix. The matrix maps the reference point to
the negative z axis and the eye point to the origin. When a typical
projection matrix is used, the center of the scene therefore maps to
the center of the viewport. Similarly, the direction described by the
UP vector projected onto the viewing plane is mapped to the positive y
axis so that it points upward in the viewport. The UP vector must not be
parallel to the line of sight from the eye point to the reference point.
:param Vec3 eye: Specifies the position of the eye point
:param Vec3 center: Reference point indicating the center of the scene
:param Vec3 up: Up direction
:rtype: Mat4x4"""
def cross( a, b):
return Vec3(a.y*b.z-a.z*b.y, -(a.x*b.z-a.z*b.x), a.x*b.y-a.y*b.x)
f = normalize(center - eye)
s = normalize(cross(f, up))
u = cross(s, f)
Result = Mat4x4(1.0)
Result[0][0] = s.x
Result[1][0] = s.y
Result[2][0] = s.z
Result[0][1] = u.x
Result[1][1] = u.y
Result[2][1] = u.z
Result[0][2] =-f.x
Result[1][2] =-f.y
Result[2][2] =-f.z
Result[3][0] =-dot(s, eye)
Result[3][1] =-dot(u, eye)
Result[3][2] = dot(f, eye)
return Result
mackst commented
Done and thank you.
I keep this repo because some of the opengl samples were using it. Maybe I will pickup this repo again in someday. Who knows.
pocdn commented
Thanks for adding "lookAt" function.
Your library is very helpful. I was missing the glm style of working with openGL/Vulkan transformations when working in python, rather than my more familiar cpp. Thanks again.