How do you extract a View Camera Position relative to the World
I need to extract the current camera position. Below is how I transform the View Matrix so that I can mouse look, zoom, strafe, etc.
//I set up my camera once with an up vector:
D3DXMatrixLookAtLH(&matView, &gCameraPosition, &gLookAtPosition, &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
//Now for mouse look I multiply the current matrix(matView) by a rotation matrix
//that has the rotational angles already
D3DXMatrixMultiply(&matView, &matView, &matRotate);
pd3dDevice->SetTransform(D3DTS_VIEW, &matView);
//for movement, I multiply the current View matrix by a transform matrix and set it:
D3DXMatrixMultiply(&matView, &matView, &matTransform);
pd3dDevice->SetTransform(D3DTS_VIEW, &matView);
Ok, now all I have is the static matView that is updated everytime, then set as the View matrix. How do I extract a 3D position from that matrix? Can I? Simple question I think, still clueless though. Thanks!
-=~''''^''''~=-.,_Wicked_,.-=~''''^''''~=-
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