Reputation: 9240
So I want to use quaternions and angles to control my camera using my mouse.
I accumulate the vertical/horizontal angles like this:
void Camera::RotateCamera(const float offsetHorizontalAngle, const float offsetVerticalAngle)
{
mHorizontalAngle += offsetHorizontalAngle;
mHorizontalAngle = std::fmod(mHorizontalAngle, 360.0f);
mVerticalAngle += offsetVerticalAngle;
mVerticalAngle = std::fmod(mVerticalAngle, 360.0f);
}
and compute my orientation like this:
Mat4 Camera::Orientation() const
{
Quaternion rotation;
rotation = glm::angleAxis(mVerticalAngle, Vec3(1.0f, 0.0f, 0.0f));
rotation = rotation * glm::angleAxis(mHorizontalAngle, Vec3(0.0f, 1.0f, 0.0f));
return glm::toMat4(rotation);
}
and the forward vector, which I need for glm::lookAt, like this:
Vec3 Camera::Forward() const
{
return Vec3(glm::inverse(Orientation()) * Vec4(0.0f, 0.0f, -1.0f, 0.0f));
}
I think that should do the trick, but I do not know how in my example game to get actual angles? All I have is the current and previous mouse location in window coordinates.. how can I get proper angles from that?
EDIT: on a second thought.. my "RotateCamera()" cant be right; I am experiencing rubber-banding effect due to the angles reseting after reaching 360 deegres... so how do I accumulate angles properly? I can just sum them up endlessly
Upvotes: 0
Views: 163
Reputation:
Take a cross section of the viewing frustum (the blue circle is your mouse position):
From simple ratios it is clear that:
But from simple trignometry
So ...
Just calculate the angle psi for each of your mouse positions and subtract to get the difference.
A similar formula can be found for the vertical angle:
Where A is your aspect ratio (width / height)
Upvotes: 3