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LookAt.cs
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protected static void LookAt(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ) { | |
float len = (float)Math.Sqrt(upX * upX + upY * upY + upZ * upZ); | |
upX /= len; upY /= len; upZ /= len; | |
float[] f = { targetX - eyeX, targetY - eyeY, targetZ - eyeZ }; | |
len = (float)Math.Sqrt(f[0] * f[0] + f[1] * f[1] + f[2] * f[2]); | |
f[0] /= len; f[1] /= len; f[2] /= len; | |
float[] s = { 0f, 0f, 0f }; | |
s[0] = f[1] * upZ - f[2] * upY; | |
s[1] = f[2] * upX - f[0] * upZ; | |
s[2] = f[0] * upY - f[1] * upX; | |
len = (float)Math.Sqrt(s[0] * s[0] + s[1] * s[1] + s[2] * s[2]); | |
s[0] /= len; s[1] /= len; s[2] /= len; | |
float[] u = { 0f, 0f, 0f }; | |
u[0] = s[1] * f[2] - s[2] * f[1]; | |
u[1] = s[2] * f[0] - s[0] * f[2]; | |
u[2] = s[0] * f[1] - s[1] * f[0]; | |
len = (float)Math.Sqrt(s[0] * u[0] + u[1] * u[1] + u[2] * u[2]); | |
u[0] /= len; u[1] /= len; u[2] /= len; | |
float[] result = { | |
s[0], u[0], -f[0], 0.0f, | |
s[1], u[1], -f[1], 0.0f, | |
s[2], u[2], -f[2], 0.0f, | |
0.0f, 0.0f, 0.0f, 1.0f | |
}; | |
GL.MultMatrix(result); | |
GL.Translate(-eyeX, -eyeY, -eyeZ); | |
} |
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