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Microsoft DirectX 9.0 |
Builds a right-handed, look-at matrix.
Syntax
D3DXMATRIX *D3DXMatrixLookAtRH(
D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp );
Parameters
- pOut
- [in, out] Pointer to the D3DXMATRIX structure that is the result of the operation.
- pEye
- [in] Pointer to the D3DXVECTOR3 structure that defines the eye point. This value is used in translation.
- pAt
- [in] Pointer to the D3DXVECTOR3 structure that defines the camera look-at target.
- pUp
- [in] Pointer to the D3DXVECTOR3 structure that defines the current world's up, usually [0, 1, 0].
Return Value
Pointer to a D3DXMATRIX structure that is a right-handed, look-at matrix.
Remarks
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixLookAtRH function can be used as a parameter for another function.
This function uses the following formula to compute the returned matrix.
zaxis = normal(Eye - At) xaxis = normal(cross(Up, zaxis)) yaxis = cross(zaxis, xaxis) xaxis.x yaxis.x zaxis.x 0 xaxis.y yaxis.y zaxis.y 0 xaxis.z yaxis.z zaxis.z 0 -dot(xaxis, eye) -dot(yaxis, eye) -dot(zaxis, eye) 1
Function Information
Header d3dx9math.h Import library d3dx9.lib Minimum operating systems Windows 98
See Also
D3DXMatrixLookAtLH