1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<HEAD> 4<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 5<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 6<META http-equiv="Content-Style-Type" content="text/css"> 7<LINK rel="stylesheet" type="text/css" href="../../CSS/revolution.css"> 8<TITLE>MTXLookAt</TITLE> 9</HEAD> 10<BODY> 11<H1 align="left">MTXLookAt</H1> 12<H2 align="left">C Specification</H2> 13<BLOCKQUOTE><CODE><CODE>#include <revolution/mtx.h></CODE></CODE></BLOCKQUOTE> 14<BLOCKQUOTE><CODE><CODE>void MTXLookAt (<BR> Mtx <EM>m</EM>,<BR> const Point3d* <EM>camPos</EM>,<BR> const Vec* <EM>camUp</EM>,<BR> const Point3d* <EM>target</EM> );</CODE></CODE></BLOCKQUOTE> 15<H2 align="left">Arguments</H2> 16<DIV align="left"> 17<TABLE border="1" cellpadding="3" cellspacing="0.1"> 18 <TBODY> 19 <TR> 20<TD width="120" bgcolor="#ffffe8"><CODE><STRONG><EM>m</EM></STRONG></CODE></TD> 21<TD width="520">New viewing matrix. <code><em><strong>m</strong></em></code> may be either an <A href="../structures/Mtx_MtxPtr.html"><CODE>Mtx</CODE></a> or an <A href="../structures/Mtx_MtxPtr.html"><CODE>MtxPtr</CODE></a>.</TD> 22 </TR> 23 <TR> 24<TD width="120" bgcolor="#ffffe8"><CODE><STRONG><EM>camPos</EM></STRONG></CODE></TD> 25<TD width="520">Pointer to a <A href="../structures/Point3d_Point3dPtr.html"><CODE>Point3d</CODE></a> giving 3D camera position in world space.</TD> 26 </TR> 27 <TR> 28<TD width="120" bgcolor="#ffffe8"><CODE><STRONG><EM>camUp</EM></STRONG></CODE></TD> 29<TD width="520">Pointer to a <A href="../structures/Vec_VecPtr.html"><CODE>Vec</CODE></a> containing camera "up" vector. <code><em><strong>camUp</strong></em></code> does not have to be a unit vector.</TD> 30 </TR> 31 <TR> 32<TD width="120" bgcolor="#ffffe8"><CODE><STRONG><EM>target</EM></STRONG></CODE></TD> 33<TD width="520">Pointer to a <A href="../structures/Point3d_Point3dPtr.html"><CODE>Point3d</CODE></a> giving 3D target position in world space.</TD> 34 </TR> 35 </TBODY> 36</TABLE> 37</DIV> 38<H2 align="left">Return Values</H2> 39<P align="left">None.</P> 40<H2 align="left">Description</H2> 41<P>Sets a matrix for converting from world space to camera space. Generates the matrix <EM><STRONG><CODE>m</CODE></STRONG></EM> by specifying the camera position (<CODE><EM><STRONG>camPos</STRONG></EM></CODE>), camera "up" direction (<CODE><EM><STRONG>camUp</STRONG></EM></CODE>), and camera focus point (<CODE><EM><STRONG>target</STRONG></EM></CODE>). </P> 42<P>The reference direction for the line-of-sight of the camera is the -Z axis. The reference for the "up" direction of the camera is the +Y axis. </P> 43<P>This function is particularly useful for creating a fixed-position camera which can be aimed at objects, panned, and for which any view can be specified. </P> 44 45 46<H2 align="left">See Also</H2> 47<P align="left"><A href="../structures/Mtx_MtxPtr.html"><CODE>Mtx, MtxPtr</CODE></A>, <A href="../structures/Point3d_Point3dPtr.html"><CODE>Point3d, Point3dPtr</CODE></A>, <CODE><A href="../structures/Vec_VecPtr.html">Vec, VecPtr</A></CODE></P> 48<H2>Revision History</H2> 49<P>2006/03/01 Initial version.</P> 50<hr> 51<P>CONFIDENTIAL</p> 52</BODY> 53</HTML>