pDevice->GetTransform(D3DTS_VIEW, &view);
::D3DXMatrixInverse(&iView,0,&view);
::D3DXVec3Subtract(&fDist,&Target->pObj->Origin,&D3DXVECTOR3(iView._41,iView._42,iView._43));
va.x = (float)atan2(-fDist.y, sqrt(fDist.x*fDist.x+fDist.z*fDist.z));
va.y = (float)atan2(fDist.x, fDist.z);