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>MTXLookAt</H1> 12 13<H2>Syntax</H2> 14<dl><dd><pre class="construction"> 15 #include <revolution/mtx.h> 16 17void MTXLookAt ( 18 Mtx m, 19 const Point3d* camPos, 20 const Vec* camUp, 21 const Point3d* target ); 22</pre></dd></dl> 23 24<H2>Arguments</H2> 25<TABLE class="arguments" border="1" > 26 <TBODY> 27 <TR> 28<TH><em><strong><code>m</code></strong></em> </TH> 29<TD>New viewing matrix. The type of <SPAN class="argument">m</SPAN> may be either <A href="../structures/Mtx_MtxPtr.html"><CODE>Mtx</CODE></A> or <A href="../structures/Mtx_MtxPtr.html"><CODE>MtxPtr</CODE></A>.</TD> 30 </TR> 31 <TR> 32<TH>camPos</TH> 33<TD>Pointer to a <A href="../structures/Point3d_Point3dPtr.html"><CODE>Point3d</CODE></A> giving the camera position in world coordinates</TD> 34 </TR> 35 <TR> 36<TH>camUp</TH> 37<TD>Pointer to a <A href="../structures/Vec_VecPtr.html"><CODE>Vec</CODE></A> that specifies the camera "up" vector. <SPAN class="argument">camUp</SPAN> does not have to be a unit vector.</TD> 38 </TR> 39 <TR> 40<TH>target</TH> 41<TD>Pointer to a <A href="../structures/Point3d_Point3dPtr.html"><CODE>Point3d</CODE></A> giving the target position in world coordinates</TD> 42 </TR> 43 </TBODY> 44</TABLE> 45 46<H2>Return Values</H2> 47<P>None.</P> 48 49<H2>Description</H2> 50<P>Sets a matrix for converting from world space to camera space. Generates matrix <SPAN class="argument">m</SPAN> by specifying the camera position (<SPAN class="argument">camPos</SPAN>), camera "up" direction (<SPAN class="argument">camUp</SPAN>), and camera fixation point (<SPAN class="argument">target</SPAN>).</P> 51<P>The access direction for the line-of-sight of the camera is the -Z axis. The access "up" direction of the camera is the +Y axis.</P> 52<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> 53 54<H2>See Also</H2> 55<P class="reference"> 56<A href="../structures/Mtx_MtxPtr.html">Mtx, MtxPtr</A>, 57<A href="../structures/Point3d_Point3dPtr.html">Point3d, Point3dPtr</A>, 58<A href="../structures/Vec_VecPtr.html">Vec, VecPtr</A> 59</P> 60 61<H2>Revision History</H2> 62<P> 632006/03/01 Initial version.<br> 64</P> 65 66<hr><p>CONFIDENTIAL</p></body> 67</HTML>