look_at


Description:

public void look_at (float eye_position_x, float eye_position_y, float eye_position_z, float object_x, float object_y, float object_z, float world_up_x, float world_up_y, float world_up_z)

Applies a view transform this that positions the camera at the coordinate (eye_position_x, eye_position_y, eye_position_z) looking towards an object at the coordinate (object_x, object_y, object_z).

The top of the camera is aligned to the given world up vector, which is normally simply (0, 1, 0) to map up to the positive direction of the y axis.

Because there is a lot of missleading documentation online for gluLookAt regarding the up vector we want to try and be a bit clearer here.

The up vector should simply be relative to your world coordinates and does not need to change as you move the eye and object positions. Many online sources may claim that the up vector needs to be perpendicular to the vector between the eye and object position (partly because the man page is somewhat missleading) but that is not necessary for this function.

<note>You should never look directly along the world-up vector.</note>

<note>It is assumed you are using a typical projection matrix where your origin maps to the center of your viewport.</note>

<note>Almost always when you use this function it should be the first transform applied to a new modelview transform</note>

Parameters:

this

A 4x4 transformation matrix

eye_position_x

The X coordinate to look from

eye_position_y

The Y coordinate to look from

eye_position_z

The Z coordinate to look from

object_x

The X coordinate of the object to look at

object_y

The Y coordinate of the object to look at

object_z

The Z coordinate of the object to look at

world_up_x

The X component of the world's up direction vector

world_up_y

The Y component of the world's up direction vector

world_up_z

The Z component of the world's up direction vector