Note
ამ გვერდზე წვდომა ავტორიზაციას მოითხოვს. შეგიძლიათ სცადოთ შესვლა ან დირექტორიების შეცვლა.
ამ გვერდზე წვდომა ავტორიზაციას მოითხოვს. შეგიძლიათ სცადოთ დირექტორიების შეცვლა.
Note
The D3DX utility library is deprecated. We recommend that you use DirectXMath instead.
Builds a left-handed, look-at matrix.
Syntax
D3DXMATRIX* D3DXMatrixLookAtLH(
_Inout_ D3DXMATRIX *pOut,
_In_ const D3DXVECTOR3 *pEye,
_In_ const D3DXVECTOR3 *pAt,
_In_ const D3DXVECTOR3 *pUp
);
Parameters
-
pOut [in, out]
-
Type: D3DXMATRIX*
Pointer to the D3DXMATRIX structure that is the result of the operation.
-
pEye [in]
-
Type: const D3DXVECTOR3*
Pointer to the D3DXVECTOR3 structure that defines the eye point. This value is used in translation.
-
pAt [in]
-
Type: const D3DXVECTOR3*
Pointer to the D3DXVECTOR3 structure that defines the camera look-at target.
-
pUp [in]
-
Type: const D3DXVECTOR3*
Pointer to the D3DXVECTOR3 structure that defines the current world's up, usually [0, 1, 0].
Return value
Type: D3DXMATRIX*
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) 1
Requirements
Requirement | Value |
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Header |
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Library |
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See also