观察坐标系
The view space transformation matrix can be computed using the following D3DX function:
D3DXMATRIX*D3DXMatrixLookAtLH(
D3DXMATRIX* pOut, //pointer to receive resulting view matrix
CONST D3DXVECTOR3*pEye, // position of camera in world
CONST D3DXVECTOR3*pAt, // point camera is looking at in world
CONST D3DXVECTO