OpenGL Camera Strafing doesnt work - c++

I'm currently working on a OpenGL FrameWork/Engine and as far as the OpenGL part goes, I'm quite satisfied with my results.
On the other hand I have a serious problem getting a Camera to work.
Moving along the Z-Axis works well, but as soon as I start to strafe (moving along the X-Axis), the whole Scene get screwed.
You can see the result of strafing in the image below.
The left part shows the actual scene, the right part shows the scene resulting from a strafe movement.
My code is the following.
In Constructor:
//Info is a Struct with Default values
m_projectionMatrix = glm::perspective(
info.fieldOfView, width / height, //info.fov = 90
info.nearPlane, info.farPlane // info.near = 0.1f, info.far = 1000
);
//m_pos = glm::vec3(0.0f,0.0f,0.0f), info.target = glm::vec3(0.0f, 0.0f, -1.0f)
m_viewMatrix = glm::lookAt(m_pos, m_pos + info.target, Camera::UP);
//combine projection and view
m_vpMatrix = m_projectionMatrix * m_viewMatrix;
In the "Update"-Method I'm currently doing the following:
glm::mat4x4 Camera::GetVPMatrix()
{
m_vpMatrix = glm::translate(m_vpMatrix, m_deltaPos);
return m_vpMatrix;
}
As far as i know:
The projection matrix achieves the actual perspective view. The view matrix, initially, translates and rotates the whole scene, that it is centered?
So why translating the VP-Matrix by any Z-Value works just fine, but by an X-Value doesn't?
I would like to achive a camera behaviour like this:
Initial Cam Pos is (0,0,0) and "Center" is e.g. (0,0,-1).
Then after Translation by X = 5: Cam Pos is (5,0,0) and Center is (5,0,-1).
Edit: Additional Question.
Why is the Z-Coordinate affekted by VP-Transformation?
Thanks for any help!
Best regards, Christoph.

Okay, I finally got the solution... As you can see, I am using GLM for my matrix math. GLM stores its matrices values in column major order. Open GL wants column major ordered matrices, too. C/C++ native 2d Array layout is row major, so most of the available OpenGL/C++ tutorials state, that one should use
glUniformMatrix4fv(location, 1, GL_TRUE, &mat[0][0]);
With GL_TRUE meaning, that the matrix should be converted (transposed?) from row major to column major order. Because of my matrices already beeing in column major format, that makes absolutely no sense...
Changing the above to
glUniformMatrix4fv(location, 1, GL_FALSE, &mat[0][0]);
fixed my problem...

Matrix math is not my strong point so I can't explain why your current approach doesn't work, though I have my suspicions (translating the projection matrix doesn't seem right). The following should allow you to move the camera though:
// update your camera position
m_pos = new_pos;
// update the view matrix
m_viewMatrix = glm::lookAt(m_pos, m_pos + info.target, Camera::UP);
// update the view-projection matrix, projection matrix never changes
m_vpMatrix = m_projectionMatrix * m_viewMatrix;

Related

World position pointed by view camera vector

I've implemented a fps camera based on the up, right and view vectors from this.
Right now I want to be able to interact with the world by placing cubes in a minecraft style.
My lookAt vector is the sum of the view vector and the camera position, so my first attempt was to draw a cube at lookAt, but this is causing a strange behaviour.
I compute every vector like in the web I mentioned (such that lookAt = camera_position + view_direction) but the cube drawn is always arround me. I've tried several things like actually placing it (rounding the lookAt) and it appears near the wanted position but not at the place i'm looking at.
Given these vectors, how can I draw that's centered at the position that my camera is looking but a little bit further (exactly like minecraft)?
but the cube drawn is always arround me.
Yeah and that's obvious. You place cubes on the sphere surface of radius view_direction with center at camera_position.
Given these vectors, how can I draw that's centered at the position
that my camera is looking but a little bit further (exactly like
minecraft)?
You need to place cubes at the intersection of the view vector with the scene geometry. In the simplest case, it can be just "ground" plane, so you need intersect view vector with "ground" plane. Then you need to round the intersection xyz coordinates to the nearest grid node xyz = round(xyz / cubexyz)*cubexyz where cubexyz - cube size.
Approximate code:
Vector3D intersectPoint(Vector3D rayVector, Vector3D rayPoint, Vector3D planeNormal, Vector3D planePoint) {
Vector3D diff = rayPoint - planePoint;
double prod1 = diff.dot(planeNormal);
double prod2 = rayVector.dot(planeNormal);
double prod3 = prod1 / prod2;
return rayPoint - rayVector * prod3;
}
.......
Vector3D cubePos = intersectPoint(view_direction, camera_position, Vector3D(0, 1, 0), Vector3D(0, 0, 0));
cubePos = round(cubePos / cubeSize) * cubeSize;
AddCube(cubePos);
It's hard to tell without having images to look at, but lookAt is most likely your normalized forward vector? If i understood you correctly, you'd want to do something like objectpos = camerapos + forward * 10f (where 10f is the distance you want to place the object in front of you in 3d space units) to make sure that it's placed a few units in front of your fps controller.
actually, if view_direction is your normalized forward vector and your lookAt is camera_pos + view_direction, then you'd end up with something very close to your camera position, which would explain why the cube spawns inside you. either way, my suggestion should still work :)

How to rotate a cube by its center

I am trying to rotate a "cube" full of little cubes using keyboard which works but not so great.
I am struggling with setting the pivot point of rotation to the very center of the big "cube" / world. As you can see on this video, center of front (initial) face of the big cube is the pivot point for my rotation right now, which is a bit confusing when I rotate the world a little bit.
To explain it better, it looks like I am moving initial face of the cube when using keys to rotate the cube. So the pivot point might be okay from this point of view, but what is wrong in my code? I don't understand why it is moving by front face, not the entire cube by its very center?
In case of generating all little cubes, I call a function in 3 for loops (x, y, z) and the function returns cubeMat so I have all cubes generated as you can see on the video.
cubeMat = scale(cubeMat, {0.1f, 0.1f, 0.1f});
cubeMat = translate(cubeMat, {positioning...);
For rotation itself, a short example of rotation to left looks like this:
mat4 total_rotation; //global variable - never resets
mat4 rotation; //local variable
if(keysPressed[GLFW_KEY_LEFT]){
timer -= delta;
rotation = rotate(mat4{}, -delta, {0, 1, 0});
}
... //rest of key controls
total_rotation *= rotation;
And inside of those 3 for cycles is also this:
program.setUniform("ModelMatrix", total_rotation * cubeMat);
cube.render();
I have read that I should use transformation to set the pivot point to the middle but in this case, how can I set the pivot point inside of little cube which is in center of world? That cube is obviously x=2, y=2, z=2 since in for cycles, I generate cubes starting at x=0.
You are accumulating the rotation matrices by right-multiplication. This way, all rotations are performed in the local coordinate systems that result from all previous transformations. And this is why your right-rotation results in a turn after an up-rotation (because it is a right-rotation in the local coordinate system).
But you want your rotations to be in the global coordinate system. Thus, simply revert the multiplication order:
total_rotation = rotation * total_rotation;

GLM SIMD implementation of LookAt

I've a problem using glm math lib with simd.
I've encounter a problem during the calculation of the lookat matrix.
Follow my lookAt functions:
FORCE_INLINE_ALWAYSINLINE const glm::detail::fmat4x4SIMD LookAt( const glm::detail::fvec4SIMD &eyePos, const glm::detail::fvec4SIMD &lookAtPos, const glm::detail::fvec4SIMD &upVec )
{
glm::detail::fvec4SIMD v3X, v3Y, v3Z;
v3Y = glm::normalize(upVec);
v3Z = glm::normalize(eyePos - lookAtPos);
v3X = glm::normalize(glm::cross(v3Y, v3Z));
v3Y = glm::cross(v3Z, v3X);
glm::detail::fmat4x4SIMD m4EyeFrame = glm::detail::fmat4x4SIMD(v3X, v3Y, v3Z, eyePos);
return m4EyeFrame;
}
Unfortunately doesn't work well, for example:
If the eyePos (the camera position) is in 0,0,-10 and lookAtPos (target position) is in 0,0,0 and the object is at that position, the view work well. But if I move eyePos on X or Y axis, the model seems deformed (like stretched) or disappears as if it had gone outside of the frustum, but in real it is still within.
NOTE: every fourth element of fvec4SIMD is set to 1.0f
I've also read this post:
My SSE implementation of lookAt doesn't work
but I cannot use within fmat4x4SIMD because of rows to columns translation, maybe I need to shuffle all elements to convert from row to column, but I don't know how to do it in a fast way. This is just my impression, but maybe the problem lies elsewhere.
Any suggestion?

Rotating the LookAt vector of gluLookAt

I'm a student new to opengl. Currently, I'm doing a project that creates a scene.
Right now, my team is using gluLookAt() for my camera. What I want to accomplish is to try and rotate the LookAt vector around a certain point, namely where the camera is looking at.
This accomplishes a sort of "swaying in a circle". I need this because I am making a dart game for the scene, and my camera stay still, but I need it to move in a circle, but still allow the user's mouse to influence it. I also need it to create a drunken movement. That is why I am not considering rotating the Up or Eye vectors.
Currently, my look at code is like this.
int deltax = x - mouse.mX;
int deltay = y - mouse.mY;
cameradart.mYaw -= ((deltax/360.0) * 3.142) * 0.5;
cameradart.mPitch -= deltay * 0.02;
mouse.mX = x;
mouse.mY = y;
cameradart.lookAt.x = sin (cameradart.mYaw);
cameradart.lookAt.y = cameradart.mPitch ;
cameradart.lookAt.z = cos (cameradart.mYaw);
gluLookAt (cameradart.eye.x, cameradart.eye.y, cameradart.eye.z,
cameradart.eye.x + cameradart.lookAt.x, cameradart.eye.y + cameradart.lookAt.y,
cameradart.eye.z + cameradart.lookAt.z,
cameradart.up.x, cameradart.up.y, cameradart.up.z);
I know that it could be done easier using a different camera, but I really don't want to mess with my team's code by not using gluLookAt().
There's a couple of solutions in my mind, I'll tell you the easiest to understand/implement as a new graphics student
Assuming at first you're looking at (0,0,1) -store that vector-:
Think of a point that's drawing a circle and you're looking at it,
-Do it first to turn right and left (2D on X & Z)
-Let HDiff be the horizontal difference between old mouse position and the new one
-Update the x = cos(HDiff)
-Update the z = sin(HDiff)
*I didn't try it but it should work :)
If you want to be able to manipulate the camera, using a camera matrix is a much more effective mechanism than working with gluLookat. GLM is a good library for matrix and vector math and includes a lookat mechanism you can use to initialize the matrix, or you can just initialize it with a series of operations. However, remember that lookat produces a view matrix, and the view matrix is the inverse of the camera matrix.
This piece of code has a demonstration of what I'm talking about. Specifically look at the player member variable and how it's manipulated
glm::mat4 player;
...
glm::vec3 playerPosition(0, eyeHeight, ipd * 4.0f);
player = glm::inverse(glm::lookAt(playerPosition, glm::vec3(0, eyeHeight, 0), GlUtils::Y_AXIS));
This approach lets you apply changes like rotation and translation directly to the player matrix
// Rotate on the Y axis
player = glm::rotate(player, angle, glm::vec3(0, 1, 0));
This is much more intuitive than manipulating the view matrix, since changes to the view matrix always have to be the inverse of what you'd do to the player matrix.
When you're ready to render you need to convert the player matrix to a view matrix by taking it's inverse. In my example it's done like this:
gl::Stacks::modelview().top() = riftOrientation * glm::inverse(player);
This is because I'm using an application based modelview matrix stack that gets applied to the Shader programs I'm running.
For an OpenGL 1.x program, you'd instead use LoadMatrix
glMatrixMode(GL_MODELVIEW);
glm::mat4 modelview = glm::inverse(player);
glLoadMatrixf(&modelview);

Why do I have to divide by Z?

I needed to implement 'choosing an object' in a 3D environment. So instead of going with robust, accurate approach, such as raycasting, I decided to take the easy way out. First, I transform the objects world position onto screen coordinates:
glm::mat4 modelView, projection, accum;
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat*)&projection);
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&modelView);
accum = projection * modelView;
glm::mat4 transformed = accum * glm::vec4(objectLocation, 1);
Followed by some trivial code to transform the opengl coordinate system to normal window coordinates, and do a simple distance from the mouse check. BUT that doesn't quite work. In order to translate from world space to screen space, I need one more calculation added on to the end of the function shown above:
transformed.x /= transformed.z;
transformed.y /= transformed.z;
I don't understand why I have to do this. I was under the impression that, once one multiplied your vertex by the accumulated modelViewProjection matrix, you had your screen coordinates. But I have to divide by Z to get it to work properly. In my openGL 3.3 shaders, I never have to divide by Z. Why is this?
EDIT: The code to transform from from opengl coordinate system to screen coordinates is this:
int screenX = (int)((trans.x + 1.f)*640.f); //640 = 1280/2
int screenY = (int)((-trans.y + 1.f)*360.f); //360 = 720/2
And then I test if the mouse is near that point by doing:
float length = glm::distance(glm::vec2(screenX, screenY), glm::vec2(mouseX, mouseY));
if(length < 50) {//you can guess the rest
EDIT #2
This method is called upon a mouse click event:
glm::mat4 modelView;
glm::mat4 projection;
glm::mat4 accum;
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat*)&projection);
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&modelView);
accum = projection * modelView;
float nearestDistance = 1000.f;
gameObject* nearest = NULL;
for(uint i = 0; i < objects.size(); i++) {
gameObject* o = objects[i];
o->selected = false;
glm::vec4 trans = accum * glm::vec4(o->location,1);
trans.x /= trans.z;
trans.y /= trans.z;
int clipX = (int)((trans.x+1.f)*640.f);
int clipY = (int)((-trans.y+1.f)*360.f);
float length = glm::distance(glm::vec2(clipX,clipY), glm::vec2(mouseX, mouseY));
if(length<50) {
nearestDistance = trans.z;
nearest = o;
}
}
if(nearest) {
nearest->selected = true;
}
mouseRightPressed = true;
The code as a whole is incomplete, but the parts relevant to my question works fine. The 'objects' vector contains only one element for my tests, so the loop doesn't get in the way at all.
I've figured it out. As Mr David Lively pointed out,
Typically in this case you'd divide by .w instead of .z to get something useful, though.
My .w values were very close to my .z values, so in my code I change the statement:
transformed.x /= transformed.z;
transformed.y /= transformed.z;
to:
transformed.x /= transformed.w;
transformed.y /= transformed.w;
And it still worked just as before.
https://stackoverflow.com/a/10354368/2159051 explains that division by w will be done later in the pipeline. Obviously, because my code simply multiplies the matrices together, there is no 'later pipeline'. I was just getting lucky in a sense, because my .z value was so close to my .w value, there was the illusion that it was working.
The divide-by-Z step effectively applies the perspective transformation. Without it, you'd have an iso view. Imagine two view-space vertices: A(-1,0,1) and B(-1,0,100).
Without the divide by Z step, the screen coordinates are equal (-1,0).
With the divide-by-Z, they are different: A(-1,0) and B(-0.01,0). So, things farther away from the view-space origin (camera) are smaller in screen space than things that are closer. IE, perspective.
That said: if your projection matrix (and matrix multiplication code) is correct, this should already be happening, as the projection matrix will contain 1/Z scaling components which do this. So, some questions:
Are you really using the output of a projection transform, or just the view transform?
Are you doing this in a pixel/fragment shader? Screen coordinates there are normalized (-1,-1) to (+1,+1), not pixel coordinates, with the origin at the middle of the viewport. Typically in this case you'd divide by .w instead of .z to get something useful, though.
If you're doing this on the CPU, how are you getting this information back to the host?
I guess it is because you are going from 3 dimensions to 2 dimensions, so you are normalizing the 3 dimension world to a 2 dimensional coordinates.
P = (X,Y,Z) in 3D will be q = (x,y) in 2D where x=X/Z and y = Y/Z
So a circle in 3D will not be circle in 2D.
You can check this video out:
https://www.youtube.com/watch?v=fVJeJMWZcq8
I hope I understand your question correctly.