1.本地坐标转为世界坐标
void local2World(const Vector3 locP, Vector3 &worldP, const SceneNode* node) { Matrix4 worldMat; node->getWorldTransforms(&worldMat); //获取该物体的世界坐标矩阵 worldP = worldMat * locP; }2.世界坐标转为屏幕坐标
#define EPSILON 0.000001 bool world2Screen(Vector3 objPos, Vector2& screenPos) { Matrix4 viewMat = mCamera->getViewMatrix(); Matrix4 projMat = mCamera->getProjectionMatrix(); Vector4 inP = Vector4(objPos.x, objPos.y, objPos.z ,1.0); Vector4 outP = viewMat * inP; outP = projMat * outP; if(outP.w <= EPSILON) return false; outP.x /= outP.w; outP.y /= outP.w; outP.z /= outP.w; //[-1,1]->[0,1] outP.x = outP.x*0.5 + 0.5; outP.y = outP.y*0.5 + 0.5; outP.z = outP.z*0.5 + 0.5; outP.x = outP.x * mWindow->getWidth(); outP.y = (1-outP.y) * mWindow->getHeight(); screenPos.x = outP.x; screenPos.y = outP.y; return true; }