티스토리 뷰
builds a left- handed, look-at matirx.
syntax
c++
D3DMATRIX* D3DMatrixLookAtLH(
_Inout_ D3DMATRIX* pOut,
_In_ const D3DXVECTOR3* pEye,
_In_ const D3DXVECTOR3* pAt,
_In_ const D3DXVECTOR3* pUp );
Parameters
pOut - Pointer to the D3DXMATRIX structure that is the result of the operation.
pEye - Pointer to the D3DXVECTOR3 structure that defines the eye point. This value is used in translation.
pAt - Pointer to the D3DXVECTOR3 structure that defines the camera look-at target.
pUp - Pointer th the D3DXVECTOR3 structure that defines the current world's up, usually [0,1,0].
Return value
Pointer to a D3DMATRIX structure that is a left-handed, look-at matrix.
Remarks
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixLookAtLH function can be used as a parameter for another function.
This function uses the following formula to compute the returned matrix.
zaxis = normal(At - Eye) |
Header |
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Library |
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cf - D3DMatrixLookAtRH
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