Share via


SCNMatrix4.LookAt Method

Definition

Overloads

Name Description
LookAt(NFloat, NFloat, NFloat, NFloat, NFloat, NFloat, NFloat, NFloat, NFloat)

Build a world space to camera space matrix

LookAt(Single, Single, Single, Single, Single, Single, Single, Single, Single)

Build a world space to camera space matrix

LookAt(SCNVector3, SCNVector3, SCNVector3)

Build a world space to camera space matrix

LookAt(NFloat, NFloat, NFloat, NFloat, NFloat, NFloat, NFloat, NFloat, NFloat)

Build a world space to camera space matrix

public static SceneKit.SCNMatrix4 LookAt(System.Runtime.InteropServices.NFloat eyeX, System.Runtime.InteropServices.NFloat eyeY, System.Runtime.InteropServices.NFloat eyeZ, System.Runtime.InteropServices.NFloat targetX, System.Runtime.InteropServices.NFloat targetY, System.Runtime.InteropServices.NFloat targetZ, System.Runtime.InteropServices.NFloat upX, System.Runtime.InteropServices.NFloat upY, System.Runtime.InteropServices.NFloat upZ);
static member LookAt : System.Runtime.InteropServices.NFloat * System.Runtime.InteropServices.NFloat * System.Runtime.InteropServices.NFloat * System.Runtime.InteropServices.NFloat * System.Runtime.InteropServices.NFloat * System.Runtime.InteropServices.NFloat * System.Runtime.InteropServices.NFloat * System.Runtime.InteropServices.NFloat * System.Runtime.InteropServices.NFloat -> SceneKit.SCNMatrix4

Parameters

eyeX
NFloat

Eye (camera) position in world space

eyeY
NFloat

Eye (camera) position in world space

eyeZ
NFloat

Eye (camera) position in world space

targetX
NFloat

Target position in world space

targetY
NFloat

Target position in world space

targetZ
NFloat

Target position in world space

upX
NFloat

Up vector in world space (should not be parallel to the camera direction, that is target - eye)

upY
NFloat

Up vector in world space (should not be parallel to the camera direction, that is target - eye)

upZ
NFloat

Up vector in world space (should not be parallel to the camera direction, that is target - eye)

Returns

A SCNMatrix4 that transforms world space to camera space

Applies to

LookAt(Single, Single, Single, Single, Single, Single, Single, Single, Single)

Build a world space to camera space matrix

public static SceneKit.SCNMatrix4 LookAt(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ);
static member LookAt : single * single * single * single * single * single * single * single * single -> SceneKit.SCNMatrix4

Parameters

eyeX
Single

Eye (camera) position in world space

eyeY
Single

Eye (camera) position in world space

eyeZ
Single

Eye (camera) position in world space

targetX
Single

Target position in world space

targetY
Single

Target position in world space

targetZ
Single

Target position in world space

upX
Single

Up vector in world space (should not be parallel to the camera direction, that is target - eye)

upY
Single

Up vector in world space (should not be parallel to the camera direction, that is target - eye)

upZ
Single

Up vector in world space (should not be parallel to the camera direction, that is target - eye)

Returns

A SCNMatrix4 that transforms world space to camera space

Applies to

LookAt(SCNVector3, SCNVector3, SCNVector3)

Build a world space to camera space matrix

public static SceneKit.SCNMatrix4 LookAt(SceneKit.SCNVector3 eye, SceneKit.SCNVector3 target, SceneKit.SCNVector3 up);
static member LookAt : SceneKit.SCNVector3 * SceneKit.SCNVector3 * SceneKit.SCNVector3 -> SceneKit.SCNMatrix4

Parameters

eye
SCNVector3

Eye (camera) position in world space

target
SCNVector3

Target position in world space

up
SCNVector3

Up vector in world space (should not be parallel to the camera direction, that is target - eye)

Returns

A SCNMatrix4 that transforms world space to camera space

Applies to