llcamera.cpp
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- /**
- * @file llcamera.cpp
- * @brief Implementation of the LLCamera class.
- *
- * $LicenseInfo:firstyear=2000&license=viewergpl$
- *
- * Copyright (c) 2000-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #include "linden_common.h"
- #include "llmath.h"
- #include "llcamera.h"
- // ---------------- Constructors and destructors ----------------
- LLCamera::LLCamera() :
- LLCoordFrame(),
- mView(DEFAULT_FIELD_OF_VIEW),
- mAspect(DEFAULT_ASPECT_RATIO),
- mViewHeightInPixels( -1 ), // invalid height
- mNearPlane(DEFAULT_NEAR_PLANE),
- mFarPlane(DEFAULT_FAR_PLANE),
- mFixedDistance(-1.f),
- mPlaneCount(6),
- mFrustumCornerDist(0.f)
- {
- calculateFrustumPlanes();
- }
- LLCamera::LLCamera(F32 vertical_fov_rads, F32 aspect_ratio, S32 view_height_in_pixels, F32 near_plane, F32 far_plane) :
- LLCoordFrame(),
- mViewHeightInPixels(view_height_in_pixels),
- mFixedDistance(-1.f),
- mPlaneCount(6),
- mFrustumCornerDist(0.f)
- {
- mAspect = llclamp(aspect_ratio, MIN_ASPECT_RATIO, MAX_ASPECT_RATIO);
- mNearPlane = llclamp(near_plane, MIN_NEAR_PLANE, MAX_NEAR_PLANE);
- if(far_plane < 0) far_plane = DEFAULT_FAR_PLANE;
- mFarPlane = llclamp(far_plane, MIN_FAR_PLANE, MAX_FAR_PLANE);
- setView(vertical_fov_rads);
- }
- // ---------------- LLCamera::getFoo() member functions ----------------
- F32 LLCamera::getMinView() const
- {
- // minimum vertical fov needs to be constrained in narrow windows.
- return mAspect > 1
- ? MIN_FIELD_OF_VIEW // wide views
- : MIN_FIELD_OF_VIEW * 1/mAspect; // clamps minimum width in narrow views
- }
- F32 LLCamera::getMaxView() const
- {
- // maximum vertical fov needs to be constrained in wide windows.
- return mAspect > 1
- ? MAX_FIELD_OF_VIEW / mAspect // clamps maximum width in wide views
- : MAX_FIELD_OF_VIEW; // narrow views
- }
- // ---------------- LLCamera::setFoo() member functions ----------------
- void LLCamera::setUserClipPlane(LLPlane plane)
- {
- mPlaneCount = 7;
- mAgentPlanes[6].p = plane;
- mAgentPlanes[6].mask = calcPlaneMask(plane);
- }
- void LLCamera::disableUserClipPlane()
- {
- mPlaneCount = 6;
- }
- void LLCamera::setView(F32 vertical_fov_rads)
- {
- mView = llclamp(vertical_fov_rads, MIN_FIELD_OF_VIEW, MAX_FIELD_OF_VIEW);
- calculateFrustumPlanes();
- }
- void LLCamera::setViewHeightInPixels(S32 height)
- {
- mViewHeightInPixels = height;
- // Don't really need to do this, but update the pixel meter ratio with it.
- calculateFrustumPlanes();
- }
- void LLCamera::setAspect(F32 aspect_ratio)
- {
- mAspect = llclamp(aspect_ratio, MIN_ASPECT_RATIO, MAX_ASPECT_RATIO);
- calculateFrustumPlanes();
- }
- void LLCamera::setNear(F32 near_plane)
- {
- mNearPlane = llclamp(near_plane, MIN_NEAR_PLANE, MAX_NEAR_PLANE);
- calculateFrustumPlanes();
- }
- void LLCamera::setFar(F32 far_plane)
- {
- mFarPlane = llclamp(far_plane, MIN_FAR_PLANE, MAX_FAR_PLANE);
- calculateFrustumPlanes();
- }
- // ---------------- read/write to buffer ----------------
- size_t LLCamera::writeFrustumToBuffer(char *buffer) const
- {
- memcpy(buffer, &mView, sizeof(F32)); /* Flawfinder: ignore */
- buffer += sizeof(F32);
- memcpy(buffer, &mAspect, sizeof(F32)); /* Flawfinder: ignore */
- buffer += sizeof(F32);
- memcpy(buffer, &mNearPlane, sizeof(F32)); /* Flawfinder: ignore */
- buffer += sizeof(F32);
- memcpy(buffer, &mFarPlane, sizeof(F32)); /* Flawfinder: ignore */
- return 4*sizeof(F32);
- }
- size_t LLCamera::readFrustumFromBuffer(const char *buffer)
- {
- memcpy(&mView, buffer, sizeof(F32)); /* Flawfinder: ignore */
- buffer += sizeof(F32);
- memcpy(&mAspect, buffer, sizeof(F32)); /* Flawfinder: ignore */
- buffer += sizeof(F32);
- memcpy(&mNearPlane, buffer, sizeof(F32)); /* Flawfinder: ignore */
- buffer += sizeof(F32);
- memcpy(&mFarPlane, buffer, sizeof(F32)); /* Flawfinder: ignore */
- return 4*sizeof(F32);
- }
- // ---------------- test methods ----------------
- S32 LLCamera::AABBInFrustum(const LLVector3 ¢er, const LLVector3& radius)
- {
- static const LLVector3 scaler[] = {
- LLVector3(-1,-1,-1),
- LLVector3( 1,-1,-1),
- LLVector3(-1, 1,-1),
- LLVector3( 1, 1,-1),
- LLVector3(-1,-1, 1),
- LLVector3( 1,-1, 1),
- LLVector3(-1, 1, 1),
- LLVector3( 1, 1, 1)
- };
- U8 mask = 0;
- S32 result = 2;
- /*if (mFrustumCornerDist > 0.f && radius.magVecSquared() > mFrustumCornerDist * mFrustumCornerDist)
- { //box is larger than frustum, check frustum quads against box planes
- static const LLVector3 dir[] =
- {
- LLVector3(1, 0, 0),
- LLVector3(-1, 0, 0),
- LLVector3(0, 1, 0),
- LLVector3(0, -1, 0),
- LLVector3(0, 0, 1),
- LLVector3(0, 0, -1)
- };
- U32 quads[] =
- {
- 0, 1, 2, 3,
- 0, 1, 5, 4,
- 2, 3, 7, 6,
- 3, 0, 7, 4,
- 1, 2, 6, 4,
- 4, 5, 6, 7
- };
- result = 0;
- BOOL total_inside = TRUE;
- for (U32 i = 0; i < 6; i++)
- {
- LLVector3 p = center + radius.scaledVec(dir[i]);
- F32 d = -p*dir[i];
- for (U32 j = 0; j < 6; j++)
- { //for each quad
- F32 dist = mAgentFrustum[quads[j*4+0]]*dir[i] + d;
- if (dist > 0)
- { //at least one frustum point is outside the AABB
- total_inside = FALSE;
- for (U32 k = 1; k < 4; k++)
- { //for each other point on quad
- if ( mAgentFrustum[quads[j*4+k]]*dir[i]+d <= 0.f)
- { //quad is straddling some plane of AABB
- return 1;
- }
- }
- }
- else
- {
- for (U32 k = 1; k < 4; k++)
- {
- if (mAgentFrustum[quads[j*4+k]]*dir[i]+d > 0.f)
- {
- return 1;
- }
- }
- }
- }
- }
- if (total_inside)
- {
- result = 1;
- }
- }
- else*/
- {
- for (U32 i = 0; i < mPlaneCount; i++)
- {
- mask = mAgentPlanes[i].mask;
- if (mask == 0xff)
- {
- continue;
- }
- LLPlane p = mAgentPlanes[i].p;
- LLVector3 n = LLVector3(p);
- float d = p.mV[3];
- LLVector3 rscale = radius.scaledVec(scaler[mask]);
- LLVector3 minp = center - rscale;
- LLVector3 maxp = center + rscale;
- if (n * minp > -d)
- {
- return 0;
- }
-
- if (n * maxp > -d)
- {
- result = 1;
- }
- }
- }
-
- return result;
- }
- S32 LLCamera::AABBInFrustumNoFarClip(const LLVector3 ¢er, const LLVector3& radius)
- {
- static const LLVector3 scaler[] = {
- LLVector3(-1,-1,-1),
- LLVector3( 1,-1,-1),
- LLVector3(-1, 1,-1),
- LLVector3( 1, 1,-1),
- LLVector3(-1,-1, 1),
- LLVector3( 1,-1, 1),
- LLVector3(-1, 1, 1),
- LLVector3( 1, 1, 1)
- };
- U8 mask = 0;
- S32 result = 2;
- for (U32 i = 0; i < mPlaneCount; i++)
- {
- if (i == 5)
- {
- continue;
- }
- mask = mAgentPlanes[i].mask;
- if (mask == 0xff)
- {
- continue;
- }
- LLPlane p = mAgentPlanes[i].p;
- LLVector3 n = LLVector3(p);
- float d = p.mV[3];
- LLVector3 rscale = radius.scaledVec(scaler[mask]);
- LLVector3 minp = center - rscale;
- LLVector3 maxp = center + rscale;
- if (n * minp > -d)
- {
- return 0;
- }
-
- if (n * maxp > -d)
- {
- result = 1;
- }
- }
- return result;
- }
- int LLCamera::sphereInFrustumQuick(const LLVector3 &sphere_center, const F32 radius)
- {
- LLVector3 dist = sphere_center-mFrustCenter;
- float dsq = dist * dist;
- float rsq = mFarPlane*0.5f + radius;
- rsq *= rsq;
- if (dsq < rsq)
- {
- return 1;
- }
-
- return 0;
- }
- // HACK: This version is still around because the version below doesn't work
- // unless the agent planes are initialized.
- // Return 1 if sphere is in frustum, 2 if fully in frustum, otherwise 0.
- // NOTE: 'center' is in absolute frame.
- int LLCamera::sphereInFrustumOld(const LLVector3 &sphere_center, const F32 radius) const
- {
- // Returns 1 if sphere is in frustum, 0 if not.
- // modified so that default view frust is along X with Z vertical
- F32 x, y, z, rightDist, leftDist, topDist, bottomDist;
- // Subtract the view position
- //LLVector3 relative_center;
- //relative_center = sphere_center - getOrigin();
- LLVector3 rel_center(sphere_center);
- rel_center -= mOrigin;
- bool all_in = TRUE;
- // Transform relative_center.x to camera frame
- x = mXAxis * rel_center;
- if (x < MIN_NEAR_PLANE - radius)
- {
- return 0;
- }
- else if (x < MIN_NEAR_PLANE + radius)
- {
- all_in = FALSE;
- }
- if (x > mFarPlane + radius)
- {
- return 0;
- }
- else if (x > mFarPlane - radius)
- {
- all_in = FALSE;
- }
- // Transform relative_center.y to camera frame
- y = mYAxis * rel_center;
- // distance to plane is the dot product of (x, y, 0) * plane_normal
- rightDist = x * mLocalPlanes[PLANE_RIGHT][VX] + y * mLocalPlanes[PLANE_RIGHT][VY];
- if (rightDist < -radius)
- {
- return 0;
- }
- else if (rightDist < radius)
- {
- all_in = FALSE;
- }
- leftDist = x * mLocalPlanes[PLANE_LEFT][VX] + y * mLocalPlanes[PLANE_LEFT][VY];
- if (leftDist < -radius)
- {
- return 0;
- }
- else if (leftDist < radius)
- {
- all_in = FALSE;
- }
- // Transform relative_center.y to camera frame
- z = mZAxis * rel_center;
- topDist = x * mLocalPlanes[PLANE_TOP][VX] + z * mLocalPlanes[PLANE_TOP][VZ];
- if (topDist < -radius)
- {
- return 0;
- }
- else if (topDist < radius)
- {
- all_in = FALSE;
- }
- bottomDist = x * mLocalPlanes[PLANE_BOTTOM][VX] + z * mLocalPlanes[PLANE_BOTTOM][VZ];
- if (bottomDist < -radius)
- {
- return 0;
- }
- else if (bottomDist < radius)
- {
- all_in = FALSE;
- }
- if (all_in)
- {
- return 2;
- }
- return 1;
- }
- // HACK: This (presumably faster) version only currently works if you set up the
- // frustum planes using GL. At some point we should get those planes through another
- // mechanism, and then we can get rid of the "old" version above.
- // Return 1 if sphere is in frustum, 2 if fully in frustum, otherwise 0.
- // NOTE: 'center' is in absolute frame.
- int LLCamera::sphereInFrustum(const LLVector3 &sphere_center, const F32 radius) const
- {
- // Returns 1 if sphere is in frustum, 0 if not.
- int res = 2;
- for (int i = 0; i < 6; i++)
- {
- if (mAgentPlanes[i].mask == 0xff)
- {
- continue;
- }
- float d = mAgentPlanes[i].p.dist(sphere_center);
- if (d > radius)
- {
- return 0;
- }
- if (d > -radius)
- {
- res = 1;
- }
- }
- return res;
- }
- // return height of a sphere of given radius, located at center, in pixels
- F32 LLCamera::heightInPixels(const LLVector3 ¢er, F32 radius ) const
- {
- if (radius == 0.f) return 0.f;
- // If height initialized
- if (mViewHeightInPixels > -1)
- {
- // Convert sphere to coord system with 0,0,0 at camera
- LLVector3 vec = center - mOrigin;
- // Compute distance to sphere
- F32 dist = vec.magVec();
- // Calculate angle of whole object
- F32 angle = 2.0f * (F32) atan2(radius, dist);
- // Calculate fraction of field of view
- F32 fraction_of_fov = angle / mView;
- // Compute number of pixels tall, based on vertical field of view
- return (fraction_of_fov * mViewHeightInPixels);
- }
- else
- {
- // return invalid height
- return -1.0f;
- }
- }
- // If pos is visible, return the distance from pos to the camera.
- // Use fudge distance to scale rad against top/bot/left/right planes
- // Otherwise, return -distance
- F32 LLCamera::visibleDistance(const LLVector3 &pos, F32 rad, F32 fudgedist, U32 planemask) const
- {
- if (mFixedDistance > 0)
- {
- return mFixedDistance;
- }
- LLVector3 dvec = pos - mOrigin;
- // Check visibility
- F32 dist = dvec.magVec();
- if (dist > rad)
- {
- F32 dp,tdist;
- dp = dvec * mXAxis;
- if (dp < -rad)
- return -dist;
- rad *= fudgedist;
- LLVector3 tvec(pos);
- for (int p=0; p<PLANE_NUM; p++)
- {
- if (!(planemask & (1<<p)))
- continue;
- tdist = -(mWorldPlanes[p].dist(tvec));
- if (tdist > rad)
- return -dist;
- }
- }
- return dist;
- }
- // Like visibleDistance, except uses mHorizPlanes[], which are left and right
- // planes perpindicular to (0,0,1) in world space
- F32 LLCamera::visibleHorizDistance(const LLVector3 &pos, F32 rad, F32 fudgedist, U32 planemask) const
- {
- if (mFixedDistance > 0)
- {
- return mFixedDistance;
- }
- LLVector3 dvec = pos - mOrigin;
- // Check visibility
- F32 dist = dvec.magVec();
- if (dist > rad)
- {
- rad *= fudgedist;
- LLVector3 tvec(pos);
- for (int p=0; p<HORIZ_PLANE_NUM; p++)
- {
- if (!(planemask & (1<<p)))
- continue;
- F32 tdist = -(mHorizPlanes[p].dist(tvec));
- if (tdist > rad)
- return -dist;
- }
- }
- return dist;
- }
- // ---------------- friends and operators ----------------
- std::ostream& operator<<(std::ostream &s, const LLCamera &C)
- {
- s << "{ n";
- s << " Center = " << C.getOrigin() << "n";
- s << " AtAxis = " << C.getXAxis() << "n";
- s << " LeftAxis = " << C.getYAxis() << "n";
- s << " UpAxis = " << C.getZAxis() << "n";
- s << " View = " << C.getView() << "n";
- s << " Aspect = " << C.getAspect() << "n";
- s << " NearPlane = " << C.mNearPlane << "n";
- s << " FarPlane = " << C.mFarPlane << "n";
- s << " TopPlane = " << C.mLocalPlanes[LLCamera::PLANE_TOP][VX] << " "
- << C.mLocalPlanes[LLCamera::PLANE_TOP][VY] << " "
- << C.mLocalPlanes[LLCamera::PLANE_TOP][VZ] << "n";
- s << " BottomPlane = " << C.mLocalPlanes[LLCamera::PLANE_BOTTOM][VX] << " "
- << C.mLocalPlanes[LLCamera::PLANE_BOTTOM][VY] << " "
- << C.mLocalPlanes[LLCamera::PLANE_BOTTOM][VZ] << "n";
- s << " LeftPlane = " << C.mLocalPlanes[LLCamera::PLANE_LEFT][VX] << " "
- << C.mLocalPlanes[LLCamera::PLANE_LEFT][VY] << " "
- << C.mLocalPlanes[LLCamera::PLANE_LEFT][VZ] << "n";
- s << " RightPlane = " << C.mLocalPlanes[LLCamera::PLANE_RIGHT][VX] << " "
- << C.mLocalPlanes[LLCamera::PLANE_RIGHT][VY] << " "
- << C.mLocalPlanes[LLCamera::PLANE_RIGHT][VZ] << "n";
- s << "}";
- return s;
- }
- // ---------------- private member functions ----------------
- void LLCamera::calculateFrustumPlanes()
- {
- // The planes only change when any of the frustum descriptions change.
- // They are not affected by changes of the position of the Frustum
- // because they are known in the view frame and the position merely
- // provides information on how to get from the absolute frame to the
- // view frame.
- F32 left,right,top,bottom;
- top = mFarPlane * (F32)tanf(0.5f * mView);
- bottom = -top;
- left = top * mAspect;
- right = -left;
- calculateFrustumPlanes(left, right, top, bottom);
- }
- LLPlane planeFromPoints(LLVector3 p1, LLVector3 p2, LLVector3 p3)
- {
- LLVector3 n = ((p2-p1)%(p3-p1));
- n.normVec();
- return LLPlane(p1, n);
- }
- U8 LLCamera::calcPlaneMask(const LLPlane& plane)
- {
- U8 mask = 0;
-
- if (plane.mV[0] >= 0)
- {
- mask |= 1;
- }
- if (plane.mV[1] >= 0)
- {
- mask |= 2;
- }
- if (plane.mV[2] >= 0)
- {
- mask |= 4;
- }
- return mask;
- }
- void LLCamera::ignoreAgentFrustumPlane(S32 idx)
- {
- if (idx < 0 || idx > (S32) mPlaneCount)
- {
- return;
- }
- mAgentPlanes[idx].mask = 0xff;
- mAgentPlanes[idx].p.clearVec();
- }
- void LLCamera::calcAgentFrustumPlanes(LLVector3* frust)
- {
- for (int i = 0; i < 8; i++)
- {
- mAgentFrustum[i] = frust[i];
- }
- mFrustumCornerDist = (frust[5] - getOrigin()).magVec();
- //frust contains the 8 points of the frustum, calculate 6 planes
- //order of planes is important, keep most likely to fail in the front of the list
- //near - frust[0], frust[1], frust[2]
- mAgentPlanes[2].p = planeFromPoints(frust[0], frust[1], frust[2]);
- //far
- mAgentPlanes[5].p = planeFromPoints(frust[5], frust[4], frust[6]);
- //left
- mAgentPlanes[0].p = planeFromPoints(frust[4], frust[0], frust[7]);
- //right
- mAgentPlanes[1].p = planeFromPoints(frust[1], frust[5], frust[6]);
- //top
- mAgentPlanes[4].p = planeFromPoints(frust[3], frust[2], frust[6]);
- //bottom
- mAgentPlanes[3].p = planeFromPoints(frust[1], frust[0], frust[4]);
- //cache plane octant facing mask for use in AABBInFrustum
- for (U32 i = 0; i < mPlaneCount; i++)
- {
- mAgentPlanes[i].mask = calcPlaneMask(mAgentPlanes[i].p);
- }
- }
- void LLCamera::calculateFrustumPlanes(F32 left, F32 right, F32 top, F32 bottom)
- {
- LLVector3 a, b, c;
- // For each plane we need to define 3 points (LLVector3's) in camera view space.
- // The order in which we pass the points to planeFromPoints() matters, because the
- // plane normal has a degeneracy of 2; we want it pointing _into_ the frustum.
- a.setVec(0.0f, 0.0f, 0.0f);
- b.setVec(mFarPlane, right, top);
- c.setVec(mFarPlane, right, bottom);
- mLocalPlanes[PLANE_RIGHT].setVec(a, b, c);
- c.setVec(mFarPlane, left, top);
- mLocalPlanes[PLANE_TOP].setVec(a, c, b);
- b.setVec(mFarPlane, left, bottom);
- mLocalPlanes[PLANE_LEFT].setVec(a, b, c);
- c.setVec(mFarPlane, right, bottom);
- mLocalPlanes[PLANE_BOTTOM].setVec( a, c, b);
- //calculate center and radius squared of frustum in world absolute coordinates
- mFrustCenter = X_AXIS*mFarPlane*0.5f;
- mFrustCenter = transformToAbsolute(mFrustCenter);
- mFrustRadiusSquared = mFarPlane*0.5f;
- mFrustRadiusSquared *= mFrustRadiusSquared * 1.05f; //pad radius squared by 5%
- }
- // x and y are in WINDOW space, so x = Y-Axis (left/right), y= Z-Axis(Up/Down)
- void LLCamera::calculateFrustumPlanesFromWindow(F32 x1, F32 y1, F32 x2, F32 y2)
- {
- F32 bottom, top, left, right;
- F32 view_height = (F32)tanf(0.5f * mView) * mFarPlane;
- F32 view_width = view_height * mAspect;
-
- left = x1 * -2.f * view_width;
- right = x2 * -2.f * view_width;
- bottom = y1 * 2.f * view_height;
- top = y2 * 2.f * view_height;
- calculateFrustumPlanes(left, right, top, bottom);
- }
- void LLCamera::calculateWorldFrustumPlanes()
- {
- F32 d;
- LLVector3 center = mOrigin - mXAxis*mNearPlane;
- mWorldPlanePos = center;
- for (int p=0; p<4; p++)
- {
- LLVector3 pnorm = LLVector3(mLocalPlanes[p]);
- LLVector3 norm = rotateToAbsolute(pnorm);
- norm.normVec();
- d = -(center * norm);
- mWorldPlanes[p] = LLPlane(norm, d);
- }
- // horizontal planes, perpindicular to (0,0,1);
- LLVector3 zaxis(0, 0, 1.0f);
- F32 yaw = getYaw();
- {
- LLVector3 tnorm = LLVector3(mLocalPlanes[PLANE_LEFT]);
- tnorm.rotVec(yaw, zaxis);
- d = -(mOrigin * tnorm);
- mHorizPlanes[HORIZ_PLANE_LEFT] = LLPlane(tnorm, d);
- }
- {
- LLVector3 tnorm = LLVector3(mLocalPlanes[PLANE_RIGHT]);
- tnorm.rotVec(yaw, zaxis);
- d = -(mOrigin * tnorm);
- mHorizPlanes[HORIZ_PLANE_RIGHT] = LLPlane(tnorm, d);
- }
- }
- // NOTE: this is the OpenGL matrix that will transform the default OpenGL view
- // (-Z=at, Y=up) to the default view of the LLCamera class (X=at, Z=up):
- //
- // F32 cfr_transform = { 0.f, 0.f, -1.f, 0.f, // -Z becomes X
- // -1.f, 0.f, 0.f, 0.f, // -X becomes Y
- // 0.f, 1.f, 0.f, 0.f, // Y becomes Z
- // 0.f, 0.f, 0.f, 1.f };