I want to transform a glm::vec3
(camera.target) by a glm::mat4
(camera.rotationMatrix). I try multiply this give me an error:error: no match for 'operator*' in 'originalTarget * ((Camera*)this)->Camera::rotationMatrix
. I suppose that I can't multiply a vec3 * mat4.
Does GLM some function to transform this? Other way to do the transform?
The code:
void Camera::Update(void)
{
// Aplicamos la rotacion sobre el target
glm::vec3 originalTarget = target;
glm::vec3 rotatedTarget = originalTarget * rotationMatrix;
// Aplicamos la rotacion sobre el Up
glm::vec3 originalUp = up;
glm::vec3 rotatedUp = originalUp * rotationMatrix;
// Establecemos las matrices de vista y proyeccion
view = lookAt(
position, //eye
rotatedTarget, //direction
rotatedUp //up
);
projection = perspective(
FOV,
(float) getParent()->getEngine()->GetCurrentWidth() / getParent()->getEngine()->GetCurrentWidth() ,
near_plane,
far_plane);
}
You want to first convert your glm::vec3
into a glm::vec4
with the 4th element a 0
, and then multiply them together.
glm::vec4 v(originalUp, 0);
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