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API > API/Runtime > API/Runtime/Core > API/Runtime/Core/TLookFromMatrix
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TLookFromMatrix
(
const TLookFromMatrix< FArg >& From |
Conversion to other type. | Math/Matrix.h | |
TLookFromMatrix
(
const TVector< T >& EyePosition, |
Creates a view matrix given an eye position, a direction to look in, and an up vector. | Math/Matrix.h |
TLookFromMatrix(const TLookFromMatrix< FArg > &)
Description
Conversion to other type.
| Name | TLookFromMatrix |
| Type | function |
| Header File | /Engine/Source/Runtime/Core/Public/Math/Matrix.h |
| Include Path | #include "Math/Matrix.h" |
template<typename FArg, std::enable_if_t<(!std::is_same_v< T, FArg >), int >>
TLookFromMatrix
(
const TLookFromMatrix < FArg > & From
)
TLookFromMatrix(const TVector< T > &, const TVector< T > &, const TVector< T > &)
Description
Creates a view matrix given an eye position, a direction to look in, and an up vector. Direction or up vectors need not be normalized. This does the same thing as FLookAtMatrix, except without completely destroying precision when position is large, Always use this instead of e.g., FLookAtMatrix(Pos, Pos + Dir,...);
| Name | TLookFromMatrix |
| Type | function |
| Header File | /Engine/Source/Runtime/Core/Public/Math/Matrix.h |
| Include Path | #include "Math/Matrix.h" |
| Source | /Engine/Source/Runtime/Core/Public/Math/Matrix.inl |
TLookFromMatrix
(
const TVector < T > & EyePosition,
const TVector < T > & LookDirection,
const TVector < T > & UpVector
)