Removed unwanted comments, and made them more clear.
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@ -2,8 +2,9 @@
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void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector, bool isLeftHanded)
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void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector, bool isLeftHanded)
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{
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{
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//Left-handed Look-At matrix is a DirectX implementation.
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//Left-handed and Right-handed Look-At matrix functions are DirectX implementations.
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//https://msdn.microsoft.com/en-us/library/windows/desktop/bb281710
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//Left-handed: https://msdn.microsoft.com/en-us/library/windows/desktop/bb281710
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//Right-handed: https://msdn.microsoft.com/en-us/library/windows/desktop/bb281711
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C3D_FVec xaxis, yaxis, zaxis;
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C3D_FVec xaxis, yaxis, zaxis;
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//Order of operations is crucial.
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//Order of operations is crucial.
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@ -18,26 +19,24 @@ void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3
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if (isLeftHanded)
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if (isLeftHanded)
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{
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{
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//Notice in LH matrix, the Y is in Row 2 of 4. In RH matrix, the Z is in Row 2 of 4.
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//In LH matrix, the Y is in Row 2 of 4 and the Z is in Row 3 of 4.
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out->r[1].x = xaxis.y;
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out->r[1].x = xaxis.y;
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out->r[1].y = yaxis.y;
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out->r[1].y = yaxis.y;
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out->r[1].z = zaxis.y;
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out->r[1].z = zaxis.y;
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out->r[1].w = 0.0f;
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out->r[1].w = 0.0f;
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//Notice in LH matrix, the Z is in Row 3 of 4. In RH matrix, the Y is in Row 3 of 4.
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out->r[2].x = xaxis.z;
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out->r[2].x = xaxis.z;
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out->r[2].y = yaxis.z;
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out->r[2].y = yaxis.z;
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out->r[2].z = zaxis.z;
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out->r[2].z = zaxis.z;
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out->r[2].w = 0.0f;
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out->r[2].w = 0.0f;
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}
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}
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else {
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else {
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//Notice in LH matrix, the Y is in Row 2 of 4. In RH matrix, the Z is in Row 2 of 4.
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//In RH matrix, the Z is in Row 2 of 4, and the Y is in Row 3 of 4.
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out->r[1].x = xaxis.z;
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out->r[1].x = xaxis.z;
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out->r[1].y = yaxis.z;
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out->r[1].y = yaxis.z;
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out->r[1].z = zaxis.z;
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out->r[1].z = zaxis.z;
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out->r[1].w = 0.0f;
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out->r[1].w = 0.0f;
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//Notice in LH matrix, the Z is in Row 3 of 4. In RH matrix, the Y is in Row 3 of 4.
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out->r[2].x = xaxis.y;
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out->r[2].x = xaxis.y;
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out->r[2].y = yaxis.y;
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out->r[2].y = yaxis.y;
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out->r[2].z = zaxis.y;
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out->r[2].z = zaxis.y;
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