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  • Drill into View Matrix

    How does DirectX build the view matrix - From MSDN

    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
    // insert material here: Introduction to 3D game programing with DirectX 9.0C
    // Chapter 12-2 Implementation details
     
    the eye point is uaually the equivalent to camera position
    作者:zdd
    出处:http://www.cnblogs.com/graphics/
    本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利.
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  • 原文地址:https://www.cnblogs.com/graphics/p/1652761.html
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