Original Post
Hello, I am having another problem. I am using a First Person View... the code is like this...
dim Rotation as single
dim Z as single
dim Y as singe
dim ViewMat as matrix = matrix.identity
Form1.OnLoad()
'' Put all my Initilization here the Direct3D.Device used
'' Shall be called D3DDev.
End Sub
'' This Sub is where all actual rendering is done
Form1.OnPaint()
ViewMat = ViewMat * Matrix.Translation(0,Y,Z)
ViewMat = ViewMat * Matrix.RotationY(Rotation)
D3DDev.Transformation.View = ViewMat
'' Now, Right here I want to be able to find where my View Matrix
'' actually is. The Transformation's above change the translation, but it
'' doesn't seem to be the true location of the camera. I need the location of
'' the camera so I can check it with the location of my objects for collision.
'' The objects are all in the World Matrix, and do not move. That meens they
'' are constently centered at 0,0,0 while my camera is changing. How can I
'' find the position of my camera in the world matrix?
End Sub
I need to find the position of my camera in the world matrix, even after the transformations have been applied... Here is an example... If I start the View Matrix at 0,0,0 and look here 0,0,100... then I move forward 10 spaces, and rotate the matrix 90 degrees... I once again move 10 more spaces... (I am only moving along the Z axis, and Rotating Y) the Camera should be positioned at (10,0,10) in world space. That is what I do not know how to cumpute... I thought maybee I needed to use Vector3.Normalize(), or Vector3.TransformCoordinate(), or Vector3.Dot, or ETC... but I do not know what exactly those things do. Any help would be fantastic, and Thank You in advance!