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 3rd person camera?  (Read 2539 times) 0 Members and 1 Guest are viewing this topic.
CyanPrime
 « Posted 2011-05-22 04:19:02 »

Alright, so I'm trying to make a 3rd person camera, and I heard not to use gluLookAt cause that's for fixed cameras, so my first question is what method should I use for a moving camera?
CyanPrime
 « Reply #1 - Posted 2011-05-23 01:01:57 »

Can someone tell me why my camera class isn't working correctly? I set the position vector to (0,0,-10) and the look at vector to (0,0,0) but when I draw something on (0,0,0) it isn't there. I'm very new to vector math and matrix stuff, so I'm betting it's LookThrough() where the problem is.

 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30  31  32  33  34  35  36  37  38  39  40  41  42  43  44  45  46  47  48  49  50  51  52  53  54  55  56  57  58  59  60  61  62 `    import org.lwjgl.opengl.GL11;    import org.lwjgl.util.vector.Matrix3f;    import org.lwjgl.util.vector.Vector3f;        public class Camera {        //3d vector to store the camera's position in        Vector3f position = null;        Vector3f lookAt = null;        //the rotation around the Y axis of the camera        float yaw = 0;                //the rotation around the X axis of the camera        float pitch = 0;                //the rotation around the Z axis of the camera        float roll = 0;                public Camera(float x, float y, float z)        {            //instantiate position Vector3f to the x y z params.            position = new Vector3f(x, y, z);            lookAt = new Vector3f();        }                public void lookThrough()        {           Matrix3f m = new Matrix3f();                                            Vector3f out = new Vector3f();           Vector3f.sub(position, lookAt, out);           out.normalise();           //set forward vector           m.m00 = out.x;           m.m01 = out.y;           m.m02 = out.z;                      //set right vector           m.m10 = 1;           m.m11 = 0;           m.m12 = 0;                      //set up vector           m.m20 = 0;           m.m21 = 1;           m.m22 = 0;                      yaw = (float) -(Math.tan(m.m10/m.m00));           pitch = (float) -(Math.tan((-m.m20)/(Math.sqrt(Math.pow(m.m21, 2) + Math.pow(m.m22, 2)))));           roll = (float) -(Math.tan(m.m21/m.m22));                       //roatate the pitch around the X axis            GL11.glRotatef(pitch, 1.0f, 0.0f, 0.0f);            //roatate the yaw around the Y axis            GL11.glRotatef(yaw, 0.0f, 1.0f, 0.0f);            //roatate the yaw around the Y axis            GL11.glRotatef(roll, 0.0f, 0.0f, 1.0f);            //translate to the position vector's location            GL11.glTranslatef(position.x, position.y, position.z);        }    }`
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