PDA

View Full Version : Camera FirstPerson Vector



Erakis
10-17-2002, 07:13 PM
Hello.
Here is a short presentation of my class.




class CCamFirstPerson
{
protected :
CVector m_Right,
m_Up,
m_View
public :
// constructor, destructor...

// Rotate cam around X axis
void RotationX( float Angle )
{

}

// Rotate cam around Y axis
void RotationY( float Angle )
{

}
...
}


Here is my problem, I'm unable to well apply the rotation on each vector to get a right FirstPerson camera. When I look down and I rotate left/right, the camera doesn't keep the view vector on (0.0, 0.0, 1.0), so it's make an effect like a 6DOF camera.

So to try another thing, I decided to work without my vector. Just take the Angle and set up a matrix with it. The inconveniant of that : I can get the vector inside the final matrix, but they will not be updated into the rotation function... So not very practical...

Ex :



void RotationX( float Angle )
{
m_Pitch += m_Pitch - Angle;
}

void UpdateCam()
{
// Create rotation matrix
CMatrix MatRotY;
MatRotY.CreateRotationY(m_Yaw);
CMatrix MatRotX;
MatRotX.CreateRotationX(m_Pitch);

CMatrix MatRot = MatRotY * MatRotX;

// Create Translation Matrix
CMatrix MatTrans;
MatTrans.CreateTranslation( -m_Pos.X, -m_Pos.Y, -m_Pos.Z );


// Create the final matrix
CMatrix MatCam = MatRot * MatTrans;


// Update de modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity;
glLoadMatrixf( &MatCam );
}


This method works well but I don't want to use it and you know why... I want to apply the rotation directly on the vector, into the rotation function. Anyone could help me ?


[This message has been edited by Erakis (edited 10-17-2002).]