I am very new to Open GL and C ++ and ran into the challenge of creating a first-person camera. I do not understand matrix math, so it is becoming more and more difficult for me. So far, to calculate the rotation of the camera, I went for this:
void CameraFP::calculate_view() {
m_view = glm::rotate(m_view, this->get_rotation_x(), glm::vec3(1, 0, 0));
m_view = glm::rotate(m_view, this->get_rotation_y(), glm::vec3(0, 1, 0));
}
This function is called every time the update is called.
To handle camera rotation through mous, I did the following:
void CameraFP::process_mouse(sf::Window *app) {
GLfloat mouse_x = app->GetInput().GetMouseX();
GLfloat mouse_y = app->GetInput().GetMouseY();
GLfloat mouse_x_delta = std::max(mouse_x, old_mouse_x) - std::min(mouse_x, old_mouse_x);
GLfloat mouse_y_delta = std::max(mouse_y, old_mouse_y) - std::min(mouse_y, old_mouse_y);
y_rot += mouse_x_delta / (float)app->GetWidth();
x_rot += mouse_y_delta / (float)app->GetHeight();
this->old_mouse_x = mouse_x;
this->old_mouse_y = mouse_y;
app->SetCursorPosition(app->GetWidth() / 2, app->GetHeight() / 2);
}
and to handle the movement, I did the following:
void CameraFP::process_keyboard(sf::Window *app) {
const sf::Input *input = &app->GetInput();
if (input->IsKeyDown(sf::Key::W)) {
position.z += 1.0f / 100.0f;
}
if (input->IsKeyDown(sf::Key::S)) {
position.z -= 1.0f / 100.0f;
}
if (input->IsKeyDown(sf::Key::A)) {
position.x -= 1.0f / 100.0f;
}
if (input->IsKeyDown(sf::Key::D)) {
position.x += 1.0f / 100.0f;
}
}
My problems are that my camera does not move in the direction you are in, and that it never stops rotating: /. Also, if you could point me to a guide or something to Matrix math, that would be awesome :)
Edit 2: '
, y . , , , . x 3d-, . , ?
void CameraFP::process_mouse(sf::Window *app) {
GLfloat mouse_x = app->GetInput().GetMouseX();
GLfloat mouse_y = app->GetInput().GetMouseY();
GLfloat mouse_x_delta = old_mouse_x - mouse_x;
GLfloat mouse_y_delta = old_mouse_y - mouse_y;
if (mouse_x_delta > 0) {
y_rot += mouse_x_delta / (float)app->GetWidth() * 0.1f;
} else if (mouse_x_delta < 0) {
y_rot -= mouse_x_delta / (float)app->GetWidth() * 0.1f;
}
if (mouse_y_delta > 0) {
x_rot += mouse_y_delta / (float)app->GetWidth() * 0.1f;
} else if (mouse_y_delta < 0) {
x_rot -= mouse_y_delta / (float)app->GetWidth() * 0.1f;
}
if (mouse_x != old_mouse_x) {
m_view = glm::rotate(m_view, y_rot, glm::vec3(0, 1, 0));
}
if (mouse_y != old_mouse_y) {
m_view = glm::rotate(m_view, x_rot, glm::vec3(1, 0, 0));
}
this->old_mouse_x = mouse_x;
this->old_mouse_y = mouse_y;
app->SetCursorPosition(app->GetWidth() / 2, app->GetHeight() / 2);
}