That is the code i would advise (it's one of mine), to my mind it answers a lot of your questions,
If you want the distance, i would precise that it is in the Z matrix, the (4,3) coefficient.
Hope it will help you...
Mat source=imread("Whatyouwant.jpg");
int alpha_=90., beta_=90., gamma_=90.;
int f_ = 500, dist_ = 500;
Mat destination;
string wndname1 = getFormatWindowName("Source: ");
string wndname2 = getFormatWindowName("WarpPerspective: ");
string tbarname1 = "Alpha";
string tbarname2 = "Beta";
string tbarname3 = "Gamma";
string tbarname4 = "f";
string tbarname5 = "Distance";
namedWindow(wndname1, 1);
namedWindow(wndname2, 1);
createTrackbar(tbarname1, wndname2, &alpha_, 180);
createTrackbar(tbarname2, wndname2, &beta_, 180);
createTrackbar(tbarname3, wndname2, &gamma_, 180);
createTrackbar(tbarname4, wndname2, &f_, 2000);
createTrackbar(tbarname5, wndname2, &dist_, 2000);
imshow(wndname1, source);
while(true) {
double f, dist;
double alpha, beta, gamma;
alpha = ((double)alpha_ - 90.)*PI/180;
beta = ((double)beta_ - 90.)*PI/180;
gamma = ((double)gamma_ - 90.)*PI/180;
f = (double) f_;
dist = (double) dist_;
Size taille = source.size();
double w = (double)taille.width, h = (double)taille.height;
// Projection 2D -> 3D matrix
Mat A1 = (Mat_<double>(4,3) <<
1, 0, -w/2,
0, 1, -h/2,
0, 0, 0,
0, 0, 1);
// Rotation matrices around the X,Y,Z axis
Mat RX = (Mat_<double>(4, 4) <<
1, 0, 0, 0,
0, cos(alpha), -sin(alpha), 0,
0, sin(alpha), cos(alpha), 0,
0, 0, 0, 1);
Mat RY = (Mat_<double>(4, 4) <<
cos(beta), 0, -sin(beta), 0,
0, 1, 0, 0,
sin(beta), 0, cos(beta), 0,
0, 0, 0, 1);
Mat RZ = (Mat_<double>(4, 4) <<
cos(gamma), -sin(gamma), 0, 0,
sin(gamma), cos(gamma), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
// Composed rotation matrix with (RX,RY,RZ)
Mat R = RX * RY * RZ;
// Translation matrix on the Z axis change dist will change the height
Mat T = (Mat_<double>(4, 4) <<
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, dist,
0, 0, 0, 1);
// Camera Intrisecs matrix 3D -> 2D
Mat A2 = (Mat_<double>(3,4) <<
f, 0, w/2, 0,
0, f, h/2, 0,
0, 0, 1, 0);
// Final and overall transformation matrix
Mat transfo = A2 * (T * (R * A1));
// Apply matrix transformation
warpPerspective(source, destination, transfo, taille, INTER_CUBIC | WARP_INVERSE_MAP);
imshow(wndname2, destination);
waitKey(30);
}