c++ graphical programming - opengl

I'm new to c++ 3D, so I may just be missing something obvious, but how do I convert from 3D to 2D and (for a given z location) from 2D to 3D?

You map 3D to 2D via projection. You map 2D to 3D by inserting the appropriate value in the Z element of the vector.

It is a matter of casting a ray from the screen onto a plane which is parallel to x-y and is at the required z location. You then need to find out where on the plane the ray is colliding.
Here's one example, considering that screen_x and screen_y ranges from [0, 1], where 0 is the left-most or top-most coordinate and 1 is right-most or bottom-most, respectively:
Vector3 point_of_contact(-1.0f, -1.0f, -1.0f);
Matrix4 view_matrix = camera->getViewMatrix();
Matrix4 proj_matrix = camera->getProjectionMatrix();
Matrix4 inv_view_proj_matrix = (proj_matrix * view_matrix).inverse();
float nx = (2.0f * screen_x) - 1.0f;
float ny = 1.0f - (2.0f * screen_y);
Vector3 near_point(nx, ny, -1.0f);
Vector3 mid_point(nx, ny, 0.0f);
// Get ray origin and ray target on near plane in world space
Vector3 ray_origin, ray_target;
ray_origin = inv_view_proj_matrix * near_point;
ray_target = inv_view_proj_matrix * mid_point;
Vector3 ray_direction = ray_target - ray_origin;
ray_direction.normalise();
// Check for collision with the plane
Vector3 plane_normal(0.0f, 0.0f, 1.0f);
float denominator = plane_normal.dotProduct(ray_direction);
if (fabs(denom) >= std::numeric_limits<float>::epsilon())
{
float num = plane_normal.dotProduct(ray.getOrigin()) + Vector3(0, 0, z_pos);
float distance = -(num/denom);
if (distance > 0)
{
point_of_contact = ray_origin + (ray_direction * distance);
}
}
return point_of_contact
Disclaimer Notice: This solution was taken from bits and pieces of Ogre3D graphics library.

The simplest way is to do a divide by z. Therefore ...
screenX = projectionX / projectionZ;
screenY = projectionY / projectionZ;
That does perspective projection based on distance. Thing is it is often better to use homgeneous coordinates as this simplifies matrix transformation (everything becomes a multiply). Equally this is what D3D and OpenGL use. Understanding how to use non-homogeneous coordinates (ie an (x,y,z) coordinate triple) will be very helpful for things like shader optimisations however.

One lame solution:
^ y
|
|
| /z
| /
+/--------->x
Angle is the angle between the Ox and Oz axes (
#include <cmath>
typedef struct {
double x,y,z;
} Point3D;
typedef struct {
double x,y;
} Point2D
const double angle = M_PI/4; //can be changed
Point2D* projection(Point3D& point) {
Point2D* p = new Point2D();
p->x = point.x + point.z * sin(angle);
p->y = point.y + point.z * cos(angle);
return p;
}
However there are lots of tutorials on this on the net... Have you googled for it?

Related

get an angle between 2 points and rotate a point about an other point with this angle - C++

I'm basically trying to create 2D lines based on points from bezier curves.
All the points of the bezier curves are well placed and everything seems in order.
Starting with these points I'm creating 2 other points on the z axis which will be the border of the line :
glm::vec3 p1 = pos[i];
p1.z = p1.z + (size / 2);
glm::vec3 p2 = pos[i];
p2.z = p2.z - (size / 2);
Then I change these points positions by rotating them around the main point :
pm is the mobile point rotating around the fix point pf
glm::vec3 rotP = glm::vec3(0.0f, 0.5f, 0.0f);
float co = cos(angle);
float si = sin(angle);
// CLOCKWISE
rotP.x = (pf.x - pm.x) * co + (pf.z - pm.z) * si + pm.x;
rotP.z = -(pf.x - pm.x) * si + (pf.z - pm.z) * co + pm.z;
angle is the angle between the backward and forward point on the bezier curve :
depForward is x, glm::vec3(1.0f, 0.0f, 0.0f)
glm::vec3 normForwardUnit = normalize(p2 - p1);
float angle = (acos(dot(depForward, normForwardUnit)));
The problem that I get is that the rotations are wrong. Some of my lines are correct but it seems to depend on the orientation of the lines.
not correct example
correct example
I think the problem comes from the format of the rotation but I'm still unable to understand.
I tried to normalize the angle to different ranges :
//0 to 2PI
if (angle < 0) { angle += 2 * PI; }
//-PI to PI
if (angle > PI) { angle -= 2 * PI; }
else if (angle <= -PI) { angle += 2 * PI; }
Other ways to calculate the angle :
float angle = atan2(p2.z - p1.z, p2.x - p1.x);
To rotate the points counter-clockwise :
//COUNTER CLOCKWISE
rotP.x = (pf.x - pm.x) * co - (pf.z - pm.z) * si + pm.x;
rotP.z = (pf.x - pm.x) * si + (pf.z - pm.z) * co + pm.z;
In case anyone needs it, here's the implementation of paddy's approach.
You could use the point between backP and nextP instead of midPoint to place your new points.
backP and nextP being the point before and the point after of the b curve
// VEC FORWARD VECTOR
glm::vec3 forwardVec = normalize(backP - nextP);
//PERPENDICULAR VEC
glm::vec3 perpVec = cross(forwardVec, glm::vec3(0.0f, 1.0f, 0.0f));
perpVec = normalize(perpVec);
//MID POINT
glm::vec3 midP = midPoint(backP, nextP);
// GEN POINTS
glm::vec3 p1 = midP + (width * perpVec);
glm::vec3 p2 = midP - (width * perpVec);
I think you should definately look at this:
Is it possible to express "t" variable from Cubic Bezier Curve equation?
In case you insist on your way you do not need to use any angles nor rotations...
You have line p0,p1 which is sampled from your polynomial curve so:
tangent = p1-p0
However its better to have better approximation of tangent so either take it by 1st derivation of your curve or use 2 consequent lines (p0,p1) , (p1,p2) then tangent at point p1 is:
tangent = p2-p1
For more info see:
How do i verify the gradient at midpoint coordinate which i calculate by using cubic bezire curve equation
Now take bitangent (z axis of your camera which can be extracted from camera matrix) and use cross product to get normal
normal = normalize(cross(tangent,binormal))
now you just displace the p1 by normal:
p1' = p1 + 0.5*curve_thickness*normal
p1'' = p1 - 0.5*curve_thickness*normal
do the same for all points of your curve ... after that you just render quads using p' and p'' points ...
However with this approach you might run into problems that might need further tweaking see:
draw outline for some connected lines

Trying to make a triangle that can rotate and move by applying the same transformations to all three points

I am trying to make boids simulation and for that I need triangles that move and rotate.
I made a Triangle and a Boid struct.
struct Triangle
{
olc::vf2d p1 = { 0.0f, 0.0f };
olc::vf2d p2 = { -5.0f, 10.0f };
olc::vf2d p3 = { 5.0f, 10.0f };
};
struct Boid
{
Boid()
{
}
Boid(olc::vf2d _position, float _angle) : position(_position), angle(_angle)
{
};
olc::vf2d position = { 0.0f, 0.0f };
float angle = 0.0f;
};
Then I made a boid and a triangle by instantiating the above two structs.
Boid boid = Boid(olc::vf2d(300, 150), 0.0f)
Triangle triangle;
Now here is the bit that does not work.
//Everything here is in a while loop
boid.angle += 0.005f;
//rotation and offset
float x1 = triangle.p1.x * cosf(boid.angle) + boid.position.x;
float y1 = triangle.p1.y * sinf(boid.angle) + boid.position.y;
float x2 = triangle.p2.x * cosf(boid.angle) + boid.position.x;
float y2 = triangle.p2.y * sinf(boid.angle) + boid.position.y;
float x3 = triangle.p3.x * cosf(boid.angle) + boid.position.x;
float y3 = triangle.p3.y * sinf(boid.angle) + boid.position.y;
FillTriangle(
(int)x1, (int)y1,
(int)x2, (int)y2,
(int)x3, (int)y3,
olc::BLUE
)
Here what I am attempting to do is to offset and rotate each point by same angle. I was hoping by doing this, the three points would still maintain the triangle structure(since they are moving and rotating exactly the same) but It doesn't and it rotates really weirdly. How can I move and rotate the triangle properly? It would also be nice if someone explained why what I am doing does not work. I am new at this stuff.
That does not look like a proper rotation to me. A quick search for a 2D rotation matrix yields something more like this:
x' = cos(theta) * x - sin(theta) * y
y' = sin(theta) * x + cos(theta) * y
i.e.
float x1 = triangle.p1.x * cosf(boid.angle) - triangle.p1.y * sinf(boid.angle) + boid.position.x;
float y1 = triangle.p1.x * sinf(boid.angle) + triangle.p1.y * cosf(boid.angle) + boid.position.y;
And keep in mind that this rotation will of course rotate each point about the origin. Your triangle is not centered at the origin; rather, one of the triangle's three points lies exactly on the origin, so your triangle will simply rotate around that point. This can be fixed by centering your triangle on the origin.

Picking via DirectX12 Tool Kit

I am facing problems trying to make 3d objects clickable by mouse. For intersection checking I use ray casting. Code I found, ported for my solution:
Exactly picking
bool RaySphereIntersect(Vector3, Vector3, float);
bool TestIntersection(Matrix projectionMatrix, Matrix viewMatrix, Matrix worldMatrix, Vector3 origin, float radius, int m_screenWidth, int m_screenHeight, int mouseX, int mouseY)
{
float pointX, pointY;
Matrix inverseViewMatrix, translateMatrix, inverseWorldMatrix;
Vector3 direction, rayOrigin, rayDirection;
bool intersect, result;
// Move the mouse cursor coordinates into the -1 to +1 range.
pointX = ((2.0f * (float)mouseX) / (float)m_screenWidth) - 1.0f;
pointY = (((2.0f * (float)mouseY) / (float)m_screenHeight) - 1.0f) * -1.0f;
// Adjust the points using the projection matrix to account for the aspect ratio of the viewport.
pointX = pointX / projectionMatrix._11;
pointY = pointY / projectionMatrix._22;
// Get the inverse of the view matrix.
inverseViewMatrix=XMMatrixInverse(NULL, viewMatrix);
// Calculate the direction of the picking ray in view space.
direction.x = (pointX * inverseViewMatrix._11) + (pointY * inverseViewMatrix._21) + inverseViewMatrix._31;
direction.y = (pointX * inverseViewMatrix._12) + (pointY * inverseViewMatrix._22) + inverseViewMatrix._32;
direction.z = (pointX * inverseViewMatrix._13) + (pointY * inverseViewMatrix._23) + inverseViewMatrix._33;
// Get the origin of the picking ray which is the position of the camera.
// Get the world matrix and translate to the location of the sphere.
// Now get the inverse of the translated world matrix.
inverseWorldMatrix= XMMatrixInverse(NULL, worldMatrix);
// Now transform the ray origin and the ray direction from view space to world space.
rayOrigin=XMVector3TransformCoord(origin, inverseWorldMatrix);
rayDirection=XMVector3TransformNormal(direction, inverseWorldMatrix);
// Normalize the ray direction.
rayDirection=XMVector3Normalize(rayDirection);
// Now perform the ray-sphere intersection test.
intersect = RaySphereIntersect(rayOrigin, rayDirection, radius);
if (intersect == true)
return true;
else
return false;
}
bool RaySphereIntersect(Vector3 rayOrigin, Vector3 rayDirection, float radius)
{
float a, b, c, discriminant;
// Calculate the a, b, and c coefficients.
a = (rayDirection.x * rayDirection.x) + (rayDirection.y * rayDirection.y) + (rayDirection.z * rayDirection.z);
b = ((rayDirection.x * rayOrigin.x) + (rayDirection.y * rayOrigin.y) + (rayDirection.z * rayOrigin.z)) * 2.0f;
c = ((rayOrigin.x * rayOrigin.x) + (rayOrigin.y * rayOrigin.y) + (rayOrigin.z * rayOrigin.z)) - (radius * radius);
// Find the discriminant.
discriminant = (b * b) - (4 * a * c);
// if discriminant is negative the picking ray missed the sphere, otherwise it intersected the sphere.
if (discriminant < 0.0f)
return false;
else
return true;
}
How do I create sphere
D3DSphere(float x, float y, float z, float radius, float r, float g, float b, float a)
{
this->x = x;
this->y = y;
this->z = z;
this->radius = radius;
this->shape = GeometricPrimitive::CreateSphere(radius*2.0f);
this->world = Matrix::Identity;
this->world = XMMatrixMultiply(this->world, Matrix::CreateTranslation(x, y, z));
this->index = vsphere;
d3dsphere[vsphere] = this;
vsphere++;
}
How do I call raycaster
void Game::LButtonUp(int x, int y)
{
Vector3 eye(camx, camy, camz);
Vector3 at(Vector3::Zero);
m_view = Matrix::CreateLookAt(eye, at, Vector3::UnitY);
for (int i = 0; i < vsphere; i++)
{
if (TestIntersection(m_projection, m_view, d3dsphere[i]->world, eye, d3dsphere[i]->radius, 800, 600, x, y))
{
MessageBoxW(NULL, L"LOL", L"It works", MB_OK);
break;
}
}
}
Nothing happens by clicking, but if I rotate camera, perpendicularly to XOY, sometimes, clicking near the sphere, message box appears.
Update
MessageBox appears independently on camera angle, and it seems, that it detects intersection correctly, but mirrored, relatively to the window center. For example, if sphere is at (0, window.bottom-20) point then I will get MessageBox if I click at (0, 20) point.
What if calculation of the direction of the picking ray is wrong, if it was wrote for left-handed system, and I use right-handed?
Probably, because of the right-handed system, that is used by default in DirectX Tool Kit the next section from caster
pointX = ((2.0f * (float)mouseX) / (float)m_screenWidth) - 1.0f;
pointY = (((2.0f * (float)mouseY) / (float)m_screenHeight) - 1.0f) * -1.0f;
Should be changed to
pointX = (((2.0f * (float)mouseX) / (float)m_screenWidth) - 1.0f) * -1.0f;
pointY = (((2.0f * (float)mouseY) / (float)m_screenHeight) - 1.0f);
Important
That code also will work wrong because of depth independence, i.e. you may select sphere that is situated behind the sphere you clicking. For solve that I changed the code:
float distance3(float x1, float y1, float z1, float x2, float y2, float z2)
{
float dx=x1-x2;
float dy=y1-y2;
float dz=z1-z2;
return sqrt(dx*dx+dy*dy+dz*dz);
}
void Game::LButtonUp(int x, int y)
{
Vector3 eye(camx, camy, camz);
Vector3 at(Vector3::Zero);
m_view = Matrix::CreateLookAt(eye, at, Vector3::UnitY);
int last_index=-1;
float last_distance=99999.0f;//set the obviously highest value, may happen in your scene
for (int i = 0; i < vsphere; i++)
{
if (TestIntersection(m_projection, m_view, d3dsphere[i]->world, eye, d3dsphere[i]->radius, 800, 600, x, y))
{
float distance=distance3(camx,camy,camz, d3dsphere[i]->x, d3dsphere[i]->y, d3dsphere[i]->z);
if(distance<last_distance)
{
last_distance=distance;
last_index=i;
}
}
}
d3dsphere[last_index];//picked sphere
}

Implement camera with off-axis projection

I'm trying to create a 3D viewer for a parallax barrier display, but I'm stuck with camera movements. You can see a parallax barrier display at: displayblocks.org
Multiple views are needed for this effect, this tutorial provide code for calculating the interViewpointDistance depending of the display properties and so selecting the head Position.
Here are the parts of the code involved in the matrix creation:
for (y = 0; y < viewsCountY; y++) {
for (x = 0; x <= viewsCountX; x++) {
viewMatrix = glm::mat4(1.0f);
// selection of the head Position
float cameraX = (float(x - int(viewsCountX / 2))) * interViewpointDistance;
float cameraY = (float(y - int(mviewsCountY / 2))) * interViewpointDistance;
camera.Position = glm::vec3(camera.Position.x + cameraX, camera.Position.y + cameraY, camera.Position.z);
// Move the apex of the frustum to the origin.
viewMatrix = glm::translate(viewMatrix -camera.Position);
projectionMatrix = get_off_Axis_Projection_Matrix();
// render's stuff
// (...)
// glfwSwapBuffers();
}
}
The following code is the projection matrix function. I use the Robert Kooima's paper generalized perspective projection.
glm::mat4 get_off_Axis_Projection_Matrix() {
glm::vec3 Pe = camera.Position;
// space corners coordinates (space points)
glm::vec3 Pa = glm::vec3(screenSizeX, -screenSizeY, 0.0);
glm::vec3 Pb = glm::vec3(screenSizeX, -screenSizeY, 0.0);
glm::vec3 Pc = glm::vec3(screenSizeX, screenSizeY, 0.0);
// Compute an orthonormal basis for the screen.
glm::vec3 Vr = Pb - Pa;
Vr = glm::normalize(Vr);
glm::vec3 Vu = Pc - Pa;
Vu = glm::normalize(Vu);
glm::vec3 Vn = glm::cross(Vr, Vu);
Vn = glm::normalize(Vn);
// Compute the screen corner vectors.
glm::vec3 Va = Pa - Pe;
glm::vec3 Vb = Pb - Pe;
glm::vec3 Vc = Pc - Pe;
//-- Find the distance from the eye to screen plane.
float d = -glm::dot(Va, Vn);
// Find the extent of the perpendicular projection.
float left = glm::dot(Va, Vr) * const_near / d;
float right = glm::dot(Vr, Vb) * const_near / d;
float bottom = glm::dot(Vu, Va) * const_near / d;
float top = glm::dot(Vu, Vc) * const_near / d;
// Load the perpendicular projection.
return glm::frustum(left, right, bottom, top, const_near, const_far + d);
}
These two methods works, and I can see that my multiple views are well projected.
But I cant manage to make a camera that works normally, like in a FPS, with Tilt and Pan.
This code for example give me the "head tracking" effect (but with the mouse), it was handy to test projections, but this is not what I'm looking for.
float cameraX = (mouseX - windowWidth / 2) / (windowWidth * headDisplacementFactor);
float cameraY = (mouseY - windowHeight / 2) / (windowHeight * headDisplacementFactor);
camera.Position = glm::vec3(cameraX, cameraY, 60.0f);
viewMatrix = glm::translate(viewMatrix, -camera.Position);
My camera class works if viewmatrix is created with lookAt. But with the off-axis projection, using lookAt will rotate the scene, by which the correspondence between near plane and screen plane will be lost.
I may need to translate/rotate the space corners coordinates Pa, Pb, Pc, used to create the frustum, but I don't know how.

OpenGL Matrix Camera controls, local rotation not functioning properly

So I'm trying to figure out how to mannually create a camera class that creates a local frame for camera transformations. I've created a player object based on OpenGL SuperBible's GLFrame class.
I got keyboard keys mapped to the MoveUp, MoveRight and MoveForward functions and the horizontal and vertical mouse movements are mapped to the xRot variable and rotateLocalY function. This is done to create a FPS style camera.
The problem however is in the RotateLocalY. Translation works fine and so does the vertical mouse movement but the horizontal movement scales all my objects down or up in a weird way. Besides the scaling, the rotation also seems to restrict itself to 180 degrees and rotates around the world origin (0.0) instead of my player's local position.
I figured that the scaling had something to do with normalizing vectors but the GLframe class (which I used for reference) never normalized any vectors and that class works just fine. Normalizing most of my vectors only solved the scaling and all the other problems were still there so I'm figuring one piece of code is causing all these problems?
I can't seem to figure out where the problem lies, I'll post all the appropriate code here and a screenshot to show the scaling.
Player object
Player::Player()
{
location[0] = 0.0f; location[1] = 0.0f; location[2] = 0.0f;
up[0] = 0.0f; up[1] = 1.0f; up[2] = 0.0f;
forward[0] = 0.0f; forward[1] = 0.0f; forward[2] = -1.0f;
}
// Does all the camera transformation. Should be called before scene rendering!
void Player::ApplyTransform()
{
M3DMatrix44f cameraMatrix;
this->getTransformationMatrix(cameraMatrix);
glRotatef(xAngle, 1.0f, 0.0f, 0.0f);
glMultMatrixf(cameraMatrix);
}
void Player::MoveForward(GLfloat delta)
{
location[0] += forward[0] * delta;
location[1] += forward[1] * delta;
location[2] += forward[2] * delta;
}
void Player::MoveUp(GLfloat delta)
{
location[0] += up[0] * delta;
location[1] += up[1] * delta;
location[2] += up[2] * delta;
}
void Player::MoveRight(GLfloat delta)
{
// Get X axis vector first via cross product
M3DVector3f xAxis;
m3dCrossProduct(xAxis, up, forward);
location[0] += xAxis[0] * delta;
location[1] += xAxis[1] * delta;
location[2] += xAxis[2] * delta;
}
void Player::RotateLocalY(GLfloat angle)
{
// Calculate a rotation matrix first
M3DMatrix44f rotationMatrix;
// Rotate around the up vector
m3dRotationMatrix44(rotationMatrix, angle, up[0], up[1], up[2]); // Use up vector to get correct rotations even with multiple rotations used.
// Get new forward vector out of the rotation matrix
M3DVector3f newForward;
newForward[0] = rotationMatrix[0] * forward[0] + rotationMatrix[4] * forward[1] + rotationMatrix[8] * forward[2];
newForward[1] = rotationMatrix[1] * forward[1] + rotationMatrix[5] * forward[1] + rotationMatrix[9] * forward[2];
newForward[2] = rotationMatrix[2] * forward[2] + rotationMatrix[6] * forward[1] + rotationMatrix[10] * forward[2];
m3dCopyVector3(forward, newForward);
}
void Player::getTransformationMatrix(M3DMatrix44f matrix)
{
// Get Z axis (Z axis is reversed with camera transformations)
M3DVector3f zAxis;
zAxis[0] = -forward[0];
zAxis[1] = -forward[1];
zAxis[2] = -forward[2];
// Get X axis
M3DVector3f xAxis;
m3dCrossProduct(xAxis, up, zAxis);
// Fill in X column in transformation matrix
m3dSetMatrixColumn44(matrix, xAxis, 0); // first column
matrix[3] = 0.0f; // Set 4th value to 0
// Fill in the Y column
m3dSetMatrixColumn44(matrix, up, 1); // 2nd column
matrix[7] = 0.0f;
// Fill in the Z column
m3dSetMatrixColumn44(matrix, zAxis, 2); // 3rd column
matrix[11] = 0.0f;
// Do the translation
M3DVector3f negativeLocation; // Required for camera transform (right handed OpenGL system. Looking down negative Z axis)
negativeLocation[0] = -location[0];
negativeLocation[1] = -location[1];
negativeLocation[2] = -location[2];
m3dSetMatrixColumn44(matrix, negativeLocation, 3); // 4th column
matrix[15] = 1.0f;
}
Player object header
class Player
{
public:
//////////////////////////////////////
// Variables
M3DVector3f location;
M3DVector3f up;
M3DVector3f forward;
GLfloat xAngle; // Used for FPS divided X angle rotation (can't combine yaw and pitch since we'll also get a Roll which we don't want for FPS)
/////////////////////////////////////
// Functions
Player();
void ApplyTransform();
void MoveForward(GLfloat delta);
void MoveUp(GLfloat delta);
void MoveRight(GLfloat delta);
void RotateLocalY(GLfloat angle); // Only need rotation on local axis for FPS camera style. Then a translation on world X axis. (done in apply transform)
private:
void getTransformationMatrix(M3DMatrix44f matrix);
};
Applying transformations
// Clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// Apply camera transforms
player.ApplyTransform();
// Set up lights
...
// Use shaders
...
// Render the scene
RenderScene();
// Do post rendering operations
glutSwapBuffers();
and mouse
float mouseSensitivity = 500.0f;
float horizontal = (width / 2) - mouseX;
float vertical = (height / 2) - mouseY;
horizontal /= mouseSensitivity;
vertical /= (mouseSensitivity / 25);
player.xAngle += -vertical;
player.RotateLocalY(horizontal);
glutWarpPointer((width / 2), (height / 2));
Honestly I think you are taking a way to complicated approach to your problem. There are many ways to create a camera. My favorite is using a R3-Vector and a Quaternion, but you could also work with a R3-Vector and two floats (pitch and yaw).
The setup with two angles is simple:
glLoadIdentity();
glTranslatef(-pos[0], -pos[1], -pos[2]);
glRotatef(-yaw, 0.0f, 0.0f, 1.0f);
glRotatef(-pitch, 0.0f, 1.0f, 0.0f);
The tricky part now is moving the camera. You must do something along the lines of:
flaot ds = speed * dt;
position += tranform_y(pich, tranform_z(yaw, Vector3(ds, 0, 0)));
How to do the transforms, I would have to look that up, but you could to it by using a rotation matrix
Rotation is trivial, just add or subtract from the pitch and yaw values.
I like using a quaternion for the orientation because it is general and thus you have a camera (any entity that is) that independent of any movement scheme. In this case you have a camera that looks like so:
class Camera
{
public:
// lots of stuff omitted
void setup();
void move_local(Vector3f value);
void rotate(float dy, float dz);
private:
mx::Vector3f position;
mx::Quaternionf orientation;
};
Then the setup code uses shamelessly gluLookAt; you could make a transformation matrix out of it, but I never got it to work right.
void Camera::setup()
{
// projection related stuff
mx::Vector3f eye = position;
mx::Vector3f forward = mx::transform(orientation, mx::Vector3f(1, 0, 0));
mx::Vector3f center = eye + forward;
mx::Vector3f up = mx::transform(orientation, mx::Vector3f(0, 0, 1));
gluLookAt(eye(0), eye(1), eye(2), center(0), center(1), center(2), up(0), up(1), up(2));
}
Moving the camera in local frame is also simple:
void Camera::move_local(Vector3f value)
{
position += mx::transform(orientation, value);
}
The rotation is also straight forward.
void Camera::rotate(float dy, float dz)
{
mx::Quaternionf o = orientation;
o = mx::axis_angle_to_quaternion(horizontal, mx::Vector3f(0, 0, 1)) * o;
o = o * mx::axis_angle_to_quaternion(vertical, mx::Vector3f(0, 1, 0));
orientation = o;
}
(Shameless plug):
If you are asking what math library I use, it is mathex. I wrote it...