I'm creating the view matrix for my camera using its current orientation (quaternion) and its current position.
void Camera::updateViewMatrix()
{
view = glm::gtx::quaternion::toMat4(orientation);
// Include rotation (Free Look Camera)
view[3][0] = -glm::dot(glm::vec3(view[0][0], view[0][1], view[0][2]), position);
view[3][1] = -glm::dot(glm::vec3(view[1][0], view[1][1], view[1][2]), position);
view[3][2] = -glm::dot(glm::vec3(view[2][0], view[2][1], view[2][2]), position);
// Ignore rotation (FPS Camera)
//view[3][0] = -position.x;
//view[3][1] = -position.y;
//view[3][2] = -position.z;
view[3][3] = 1.0f;
}
There is a problem with this in that I do not believe the quaternion to matrix calculation is giving the correct answer. Translating the camera works as expected but rotating it causes incorrect behavior.
I am rotating the camera using the difference between the current mouse position and the the centre of the screen (resetting the mouse position each frame)
int xPos;
int yPos;
glfwGetMousePos(&xPos, &yPos);
int centreX = 800 / 2;
int centreY = 600 / 2;
rotate(xPos - centreX, yPos - centreY);
// Reset mouse position for next frame
glfwSetMousePos(800 / 2, 600 / 2);
The rotation takes place in this method
void Camera::rotate(float yawDegrees, float pitchDegrees)
{
// Apply rotation speed to the rotation
yawDegrees *= lookSensitivity;
pitchDegrees *= lookSensitivity;
if (isLookInverted)
{
pitchDegrees = -pitchDegrees;
}
pitchAccum += pitchDegrees;
// Stop the camera from looking any higher than 90 degrees
if (pitchAccum > 90.0f)
{
//pitchDegrees = 90.0f - (pitchAccum - pitchDegrees);
pitchAccum = 90.0f;
}
// Stop the camera from looking any lower than 90 degrees
if (pitchAccum < -90.0f)
{
//pitchDegrees = -90.0f - (pitchAccum - pitchDegrees);
pitchAccum = -90.0f;
}
yawAccum += yawDegrees;
if (yawAccum > 360.0f)
{
yawAccum -= 360.0f;
}
if (yawAccum < -360.0f)
{
yawAccum += 360.0f;
}
float yaw = yawDegrees * DEG2RAD;
float pitch = pitchDegrees * DEG2RAD;
glm::quat rotation;
// Rotate the camera about the world Y axis (if mouse has moved in any x direction)
rotation = glm::gtx::quaternion::angleAxis(yaw, 0.0f, 1.0f, 0.0f);
// Concatenate quaterions
orientation = orientation * rotation;
// Rotate the camera about the world X axis (if mouse has moved in any y direction)
rotation = glm::gtx::quaternion::angleAxis(pitch, 1.0f, 0.0f, 0.0f);
// Concatenate quaternions
orientation = orientation * rotation;
}
Am I concatenating the quaternions correctly for the correct orientation?
There is also a problem with the pitch accumulation in that it restricts my view to ~±5 degrees rather than ±90. What could be the cause of that?
EDIT:
I have solved the problem for the pitch accumulation so that its range is [-90, 90]. It turns out that glm uses degrees and not vectors for axis angle and the order of multiplication for the quaternion concatenation was incorrect.
// Rotate the camera about the world Y axis
// N.B. 'angleAxis' method takes angle in degrees (not in radians)
rotation = glm::gtx::quaternion::angleAxis(yawDegrees, 0.0f, 1.0f, 0.0f);
// Concatenate quaterions ('*' operator concatenates)
// C#: Quaternion.Concatenate(ref rotation, ref orientation)
orientation = orientation * rotation;
// Rotate the camera about the world X axis
rotation = glm::gtx::quaternion::angleAxis(pitchDegrees, 1.0f, 0.0f, 0.0f);
// Concatenate quaterions ('*' operator concatenates)
// C#: Quaternion.Concatenate(ref orientation, ref rotation)
orientation = rotation * orientation;
The problem that remains is that the view matrix rotation appears to rotate the drawn object and not look around like a normal FPS camera.
I have uploaded a video to YouTube to demonstrate the problem. I move the mouse around to change the camera's orientation but the triangle appears to rotate instead.
YouTube video demonstrating camera orientation problem
EDIT 2:
void Camera::rotate(float yawDegrees, float pitchDegrees)
{
// Apply rotation speed to the rotation
yawDegrees *= lookSensitivity;
pitchDegrees *= lookSensitivity;
if (isLookInverted)
{
pitchDegrees = -pitchDegrees;
}
pitchAccum += pitchDegrees;
// Stop the camera from looking any higher than 90 degrees
if (pitchAccum > 90.0f)
{
pitchDegrees = 90.0f - (pitchAccum - pitchDegrees);
pitchAccum = 90.0f;
}
// Stop the camera from looking any lower than 90 degrees
else if (pitchAccum < -90.0f)
{
pitchDegrees = -90.0f - (pitchAccum - pitchDegrees);
pitchAccum = -90.0f;
}
// 'pitchAccum' range is [-90, 90]
//printf("pitchAccum %f \n", pitchAccum);
yawAccum += yawDegrees;
if (yawAccum > 360.0f)
{
yawAccum -= 360.0f;
}
else if (yawAccum < -360.0f)
{
yawAccum += 360.0f;
}
orientation =
glm::gtx::quaternion::angleAxis(pitchAccum, 1.0f, 0.0f, 0.0f) *
glm::gtx::quaternion::angleAxis(yawAccum, 0.0f, 1.0f, 0.0f);
}
EDIT3:
The following multiplication order allows the camera to rotate around its own axis but face the wrong direction:
glm::mat4 translation;
translation = glm::translate(translation, position);
view = glm::gtx::quaternion::toMat4(orientation) * translation;
EDIT4:
The following will work (applying the translation matrix based on the position after then rotation)
// Rotation
view = glm::gtx::quaternion::toMat4(orientation);
// Translation
glm::mat4 translation;
translation = glm::translate(translation, -position);
view *= translation;
I can't get the dot product with each orientation axis to work though
// Rotation
view = glm::gtx::quaternion::toMat4(orientation);
glm::vec3 p(
glm::dot(glm::vec3(view[0][0], view[0][1], view[0][2]), position),
glm::dot(glm::vec3(view[1][0], view[1][1], view[1][2]), position),
glm::dot(glm::vec3(view[2][0], view[2][1], view[2][2]), position)
);
// Translation
glm::mat4 translation;
translation = glm::translate(translation, -p);
view *= translation;