#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; }