SCNMatrix4.LookAt Method
Definition
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
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