479 {
480 Vector3 vector =
Vector3.Normalize(cameraPosition - cameraTarget);
484 identity.M11 = vector2.X;
485 identity.M12 = vector3.X;
486 identity.M13 = vector.X;
487 identity.M21 = vector2.Y;
488 identity.M22 = vector3.Y;
489 identity.M23 = vector.Y;
490 identity.M31 = vector2.Z;
491 identity.M32 = vector3.Z;
492 identity.M33 = vector.Z;
493 identity.M41 = 0f -
Vector3.Dot(vector2, cameraPosition);
494 identity.M42 = 0f -
Vector3.Dot(vector3, cameraPosition);
495 identity.M43 = 0f -
Vector3.Dot(vector, cameraPosition);
496 return identity;
497 }
Matrix4x4(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)
static Matrix4x4 Identity