diff --git a/include/c3d/maths.h b/include/c3d/maths.h index e1f242d..21050fc 100644 --- a/include/c3d/maths.h +++ b/include/c3d/maths.h @@ -453,6 +453,17 @@ void Mtx_PerspTilt(C3D_Mtx* mtx, float fovy, float aspect, float near, float far * @param[in] screen Focal length */ void Mtx_PerspStereoTilt(C3D_Mtx* mtx, float fovy, float aspect, float near, float far, float iod, float screen); + +/** + * @brief Left-handed Look-At matrix, using DirectX implementation + * @note See https://msdn.microsoft.com/en-us/library/windows/desktop/bb205342 + * @param[out] out Output matrix. + * @param[in] cameraPosition Position of the intended camera in 3D space. + * @param[in] cameraTarget Position of the intended target the camera is supposed to face in 3D space. + * @param[in] cameraUpVector The vector that points straight up depending on the camera's "Up" direction. + * @param[in] isLeftHanded If true, output matrix is left-handed. If false, output matrix is right-handed. + */ +void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector, bool isLeftHanded); ///@} ///@name Quaternion Math diff --git a/source/maths/mtx_lookat.c b/source/maths/mtx_lookat.c new file mode 100644 index 0000000..112f8a8 --- /dev/null +++ b/source/maths/mtx_lookat.c @@ -0,0 +1,51 @@ +#include + +void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3D_FVec cameraUpVector, bool isLeftHanded) +{ + //Left-handed and Right-handed Look-At matrix functions are DirectX implementations. + //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; + + //Order of operations is crucial. + zaxis = FVec3_Normalize(FVec3_New(cameraPosition.x - cameraTarget.x, cameraPosition.y - cameraTarget.y, cameraPosition.z - cameraTarget.z)); + xaxis = FVec3_Normalize(FVec3_Cross(cameraUpVector, zaxis)); + yaxis = FVec3_Cross(zaxis, xaxis); + + out->r[0].x = xaxis.x; + out->r[0].y = yaxis.x; + out->r[0].z = zaxis.x; + out->r[0].w = 0.0f; + + if (isLeftHanded) + { + //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].y = yaxis.y; + out->r[1].z = zaxis.y; + out->r[1].w = 0.0f; + + out->r[2].x = xaxis.z; + out->r[2].y = yaxis.z; + out->r[2].z = zaxis.z; + out->r[2].w = 0.0f; + } + else + { + //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].y = yaxis.z; + out->r[1].z = zaxis.z; + out->r[1].w = 0.0f; + + out->r[2].x = xaxis.y; + out->r[2].y = yaxis.y; + out->r[2].z = zaxis.y; + out->r[2].w = 0.0f; + } + + out->r[3].x = -FVec3_Dot(xaxis, cameraPosition); + out->r[3].y = -FVec3_Dot(yaxis, cameraPosition); + out->r[3].z = -FVec3_Dot(zaxis, cameraPosition); + out->r[3].w = 1.0f; +}