I’m trying to figure out how to make a fps camera but unfortunately stuck. I’ll briefly explain what I’m doing but I’ll also share my webgl code so you can see for yourself.
// First I get the difference between the current mouse coords and the last. The html lock cursor api returns it and I store it in Game.Input.
this.yaw += Game.Input.x * this.sensitivity;
this.pitch += Game.Input.y * this.sensitivity;
// I cap the pitch and yaw
if (this.yaw < 0.0) this.yaw += 360.0;
if (this.pitch > 89.0) {
this.pitch = 89.0;
}
if (this.pitch < -89.0) {
this.pitch = -89.0;
}
// This is where I calculate the view matrix and use the pitch and yaw (by the way these are all matrices, JS doesn't really help specifying that)
var view = Mathf.Mat4();
var rotX = Mathf.rotateX(cam.pitch),
rotY = Mathf.rotateY(-cam.yaw),
rot = Mathf.mul(rotX, rotY),
pos = Mathf.translate(cam.x, cam.y, cam.z),
cam = Mathf.Mat4();
cam = Mathf.mul(rot, pos);
view = Mathf.inverse(cam);
return view;
// ... and in my game object draw function, I use the view matrix
model = Mathf.mul(model, scale);
normMat = Mathf.transpose(Mathf.inverse(model));
modelView = Mathf.mul(model, view);
mvp = Mathf.mul(modelView, projection);
Everything works fine, I see the world, I could translate left, right, forward and back if I coded those instructions. But I can’t seem to get the mouse look working, I clearly don’t understand the fps camera concept properly. I also understand that in order to walk towards the correct direction I’m looking at, I need a few more steps using the cross product, but at the moment I just want to look around and can’t seem to get it.
Hope this all makes sense :S Thanks!
WebGL Live Demo: JS Bin - Collaborative JavaScript Debugging
Oh by the way, I wrote my own Math lib, I’m aware that I could have used any popular one out there, but I wanted to learn. If you want to take a look at it (just in case I did something, wrong) it’s here: Testing · GitHub
I’ll go ahead and copy the rotateX and rotateY functions for your convenience since those are crucial in making the cam rotate.
Mathf.rotateX = function (degree) {
var r = Mathf.Mat4(),
angle = Mathf.degToRad(degree),
cos = Math.cos(angle),
sin = Math.sin(angle);
r[5] = cos; r[6] = -sin;
r[9] = sin; r[10] = cos;
return r;
};
Mathf.rotateY = function (degree) {
var r = Mathf.identity(r),
angle = Mathf.degToRad(degree),
cos = Math.cos(angle),
sin = Math.sin(angle);
r[0] = cos; r[2] = -sin;
r[8] = sin; r[10] = cos;
return r;
};