D3DXMatrixLookAtLH
D3DXMatrixLookAtLH
Builds a left-handed, look-at matrix.
D3DXMATRIX * D3DXMatrixLookAtLH(
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 Values
Pointer to a D3DXMATRIX 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)
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) l
Requirements
Header: Declared in D3dx9math.h.
Library:
Use D3dx9.lib.
See Also
D3DXMatrixLookAtRH