Prolixity | A programming language designed for iOS devices | iOS library
kandi X-RAY | Prolixity Summary
kandi X-RAY | Prolixity Summary
Prolixity is my personal project to design a programming language for iOS devices. Even at an early stage, the language is mostly complete and can be used for small programs. The syntax of the language is designed to be usable on a touch-screen keyboard: It requires few special symbols, and auto-correcting spell checkers on mobile devices will be friendly with its keywords and identifiers. The runtime system directly piggybacks on the Objective-C runtime, and therefore can access any exposed Objective-C API. With the design goals, the language will be useful for quick scripting on mobile devices. It can also be used as an embedded scripting language for your own app, so that you can enable user scripting or allow a "dev mode" for easier debugging.
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QUESTION
I've read a lot online before asking this question, and I came to understand that the View matrix is just the inverse of the Camera Transformation matrix. For the sake of clarity, if we treat the Camera as an actual entity that is transformed like any other 3D object in the scene (so with a transformation matrix, that first translate, then rotate and then scale the object) we obtain the camera transformation matrix which contains the position of the camera. If we invert this matrix we should obtain the view matrix, but this is not what happens in my code. I have two static methods: one that creates the transformation matrix given the position, the rotation of the 3 axes and one value of scaling that is applied to all the axes (first translate, then rotate, then scale) and another one that creates the view matrix given the Camera which has a yaw (rotation of the y axis), a pitch (rotation around the x axis) and a Vec3 which represents the position (in here we first rotate the camera and then translate it with its negative position, because moving the camera is the same as moving the world around it). Here is the code for the transformation matrix:
...ANSWER
Answered 2021-Mar-23 at 09:19Your basic understand of the camera and view matrix is correct. The camera is normally used to describe the position and orientation of the viewer/camera in the world while the view matrix would be used to transform from world space to view space so it should be the inverse of the camera matrix.
Note that in matrix math there is a difference in the order in which transformations are applied: rotating and then translating is different from translating and then rotating (we'll leave scaling out of the equation here since you normally don't scale a camera - zooming would be done via the projection matrix).
When building your camera matrix you'd first rotate to set camera orientation and then translate to set camera position, i.e. you treat the camera as sitting at 0/0/0, looking along the z axis (so the view vector would be 0/0/1). After rotating you get a different normalized view vector but the camera would still "sit" at 0/0/0. Then you translate to the actual camera position (you might need additional matrix operations to calculate that position but I'd do that in a separate step for starters - until you get things right).
Can you explain me how first rotating and then translating with the negative camera position provides the inverted camera transformation matrix please?
It shouldn't as the resulting view matrix would apply a different direction. The "negative" rotation (i.e. angle +/- 180 degrees) should work though. In that case you rotate a vector to point to the camera (so if the camera turns 45 degrees around the y-axis any object "pointing to the camera" would need to rotate by 225 or -135 degrees around the same axis).
Negative translation is ok since if you move the camera to 4/3/2 in world space a translation by -4/-3/-2 would move any coordinate in world space into view space.
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