I'm learning OpenGL 3 using LWJGL. I have tried to implement an equivalent to gluLookAt()
, and although it works am I somewhat confused as to why.
I confess to just copying this code from various sources on the web, but after much study I think understand the maths behind it, and that I understand what LWJGL is doing.
However the 'correct' gluLookAt
code behaved incorrectly in my application, as the camera seemed to be turning the wrong way. I only managed to get my code working by transposing the orthonormal vectors forward
, side
, and up
(hope I'm using the correct terminology!), which I'm pretty sure is wrong...
private static final Vector3f forward = new Vector3f();
private static final Vector3f side = new Vector3f();
private static final Vector3f up = new Vector3f();
private static final Vector3f eye = new Vector3f();
public static Matrix4f lookAt(float eyeX, float eyeY, float eyeZ,
float centerX, float centerY, float centerZ,
float upX, float upY, float upZ) {
forward.set(centerX - eyeX, centerY - eyeY, centerZ - eyeZ);
forward.normalise();
up.set(upX, upY, upZ);
Vector3f.cross(forward, up, side);
side.normalise();
Vector3f.cross(side, forward, up);
up.normalise();
Matrix4f matrix = new Matrix4f();
matrix.m00 = side.x;
matrix.m01 = side.y;
matrix.m02 = side.z;
matrix.m10 = up.x;
matrix.m11 = up.y;
matrix.m12 = up.z;
matrix.m20 = -forward.x;
matrix.m21 = -forward.y;
matrix.m22 = -forward.z;
matrix.transpose(); // <------ My dumb hack
eye.set(-eyeX, -eyeY, -eyeZ);
matrix.translate(eye);
return matrix;
}
I dont think I should be doing the transpose, but it doesn't work without it. I put transpose()
because I couldn't be bothered to retype all the matrix cell positions btw!
My understanding is that the form of the lookAt matrix should be as follows
[ side.x up.x fwd.x 0 ] [ 1 0 0 -eye.x ]
[ side.y up.y fwd.y 0 ] [ 0 1 0 -eye.y ]
[ side.z up.z fwd.z 0 ] [ 0 0 1 -eye.z ]
[ 0 0 0 1 ] [ 0 0 0 1 ]
And I think that the LWJGL Matrix4f
class represents matrix cells as m<col><row>
. The translate(Vector3f)
method does the following
public static Matrix4f translate(Vector3f vec, Matrix4f src, Matrix4f dest) {
...
dest.m30 += src.m00 * vec.x + src.m10 * vec.y + src.m20 * vec.z;
dest.m31 += src.m01 * vec.x + src.m11 * vec.y + src.m21 * vec.z;
dest.m32 += src.m02 * vec.x + src.m12 * vec.y + src.m22 * vec.z;
dest.m33 += src.m03 * vec.x + src.m13 * vec.y + src.m23 * vec.z;
...
}
So I am left hugely confused as to what part of this I have screwed up. Is it my understanding of the lookAt matrix, the column/row major-ness (is that a word?!) of Matrix4f
, or something else? Is the rest of my code just broken? Is it actually correct and I'm just worrying too much? Am I just an idiot?
Thanks.