Builds a left-handed look-at matrix.
Definition
Parameters
Return Value
Microsoft.DirectX.Matrix
A Matrix structure that is a left-handed look-at matrix.
Remarks
This method uses the following formula to compute the returned matrix. zaxis = normal(cameraTarget - cameraPosition)
xaxis = normal(cross(cameraUpVector, 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, cameraPosition) -dot(yaxis, cameraPosition) -dot(zaxis, cameraPosition) 1
How Do I...?
Set Up a View Matrix
This example demonstrates how to initialize the view transformation matrix, which transforms world coordinates into camera or view space.
In the following C# code example, the vector components of the Vector3 structure form the arguments for the LookAtLH method, which builds a left-handed (LH) look-at matrix. The View transformation matrix is set to be equal to this look-at matrix.
The three input vectors represent the following, respectively:
- The eye point: [0, 3, -5].
- The camera look-at target: the origin [0, 0, 0].
- The current world's up-direction: usually [0, 1, 0].
[C#]
using Microsoft.DirectX.Direct3D;
Device device = null; // Create rendering device.
// Set up the view matrix. A view matrix can be defined given an eye point,
// a point to view, and a direction for which way is up. Here, you set
// the eye five units back along the z-axis and up three units, view the
// origin, and define "up" to be in the y-direction.
device.Transform.View = Microsoft.DirectX.Matrix.LookAtLH(
new Vector3(0.0f, 3.0f, -5.0f),
new Vector3(0.0f, 0.0f, 0.0f),
new Vector3(0.0f, 1.0f, 0.0f));
See Also