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This function builds a left-handed, look-at matrix in floating point format.
Syntax
D3DMXMATRIX* WINAPI D3DMXMatrixLookAtLH( D3DMXMATRIX* pOut, CONST D3DMXVECTOR3* pEye, CONST D3DMXVECTOR3* pAt, CONST D3DMXVECTOR3* pUp ); |
Parameters
- pOut
-
[in, out] Pointer to the D3DMXMATRIXstructure that is the result of the operation.
- pEye
-
[in] Pointer to the D3DMXVECTOR3structure that defines the eye point. This value is used in translation.
- pAt
-
[in] Pointer to the D3DXVECTOR3structure that defines the camera look-at target.
- pUp
-
[in] Pointer to the D3DXVECTOR3structure that defines the current world's up, usually [0, 1, 0].
Return Value
Pointer to a D3DMXMATRIXstructure that is a left-handed, look-at matrix.
Remarks
The return value for this function is the same value returned in the pOutparameter. In this way, the D3DXMatrixLookAtLHfunction can be used as a parameter for another function.
This function uses the following formula to compute the returned matrix.
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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) 1 |
Requirements
Header | d3dmx.h |
Library | D3dmx.lib |
Windows Embedded CE | Windows Embedded CE 6.0 and later |
Windows Mobile | Pocket PC for Windows Mobile Version 5.0 and later, Smartphone for Windows Mobile Version 5.0 and later |
See Also
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