Removed unwanted comments, and made them more clear.

This commit is contained in:
Thompson Lee 2016-08-04 06:40:22 -04:00
parent 32bbc68adb
commit 29fbf15bb1

View File

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