Mat44f CDirectionalLight::GetLightViewMatrix() const { D3DXMATRIX l_LightViewMatrix; D3DXVECTOR3 l_Eye(m_Position.x, m_Position.y, m_Position.z), l_LookAt(m_Position.x + m_Direction.x*10, m_Position.y + m_Direction.y*10, m_Position.z + m_Direction.z*10), l_VUP(0.0f,1.0f,0.0f); D3DXMatrixLookAtLH( &l_LightViewMatrix, &l_Eye, &l_LookAt, &l_VUP); return Mat44f(l_LightViewMatrix); }
void CCamera::CreateView() { Vect3f eye = this->GetEye(); D3DXVECTOR3 l_Eye = D3DXVECTOR3(eye.x, eye.y, eye.z); Vect3f lookat = this->GetLookAt(); D3DXVECTOR3 l_LookAt(lookat.x, lookat.y, lookat.z); Vect3f vup = this->GetVecUp(); D3DXVECTOR3 l_VUP(vup.x, vup.y, vup.z); //Setup Matrix view D3DXMatrixLookAtLH( &m_View, &l_Eye, &l_LookAt, &l_VUP); }
///<summary> /// CCamera:: GetMatrixView : Retorna la Matriz de Vision de la camara. ///</summary> ///<param name="void"></param> ///<returns name="D3DXMATRIX"></returns> D3DXMATRIX CCamera::GetMatrixView() { D3DXMATRIX l_matView; Vect3f eye = this->GetEye(); Vect3f vup = this->GetVecUp(); Vect3f lookat = this->GetLookAt(); D3DXVECTOR3 l_Eye(eye.x, eye.y, eye.z); D3DXVECTOR3 l_LookAt(lookat.x, lookat.y, lookat.z); D3DXVECTOR3 l_VUP(vup.x, vup.y, vup.z); //Setup Matrix view D3DXMatrixLookAtLH( &l_matView, &l_Eye, &l_LookAt, &l_VUP); return l_matView; }