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 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].
pEye确定眼睛的位置,是一个点
pAt和pEye两点确定一条直线,这里是一个向量,决定了眼睛看向哪个方向,这个方向好比我们围绕自身转一圈有360度
pUp和pEye再次确定一个向量,虽然这是看向那边已经由pAt决定了,但我们可以看天上看地上,这里就是确定我们怎么看,因为眼睛只能看一定高度范围的东西,这里确定到底要看哪个高度范围的东西