Game Development Reference
In-Depth Information
Figure 4.4
Camera space.
Soweneedanothermatrix thattells thegraphicscardhowtotransformthemodels
from world space into a coordinate space that is relative to the camera. The matrix
most commonly used for this is a
look-at matrix
. In a look-at matrix, the position
of the camera is expressed in addition to the three coordinate axes of the camera.
For a row-major left-handed coordinate system, the look-at matrix is expressed as
where
L
is the
left
or x-axis,
U
is the
up
or y-axis,
F
is the
forward
or z-axis, and
T
is the translation. In order to construct this matrix, these four vectors must first be