I have been looking into this problem for a while now but I can't find a solution. Right now my camera follows the players position correctly but the rotation of the camera goes wrong. If I only use one rotation it goes correctly, say of I rotate only along the x axis then it works fine. But the second I add another rotation say the 'y' things go wrong and the camera starts looking into the wrong direction.
Right now my camera only has a position and a rotation.
Here is some code.
glm::vec4 cameraPosition;
//This gives the camera the distance it keaps from the player.
cameraPosition.x = 0.0;
cameraPosition.y = 0.0;
cameraPosition.z = 20.0;
cameraPosition.w = 0.0;
// mStartingModel is the rotation matrix of the player.
glm::vec4 result = mStartingModel * cameraPosition;
//here I set the camera's position and rotation. The z rotation is given a extra 180 degrees so the camera is behind the player.
CameraHandler::getSingleton().getDefaultCamera()->setPosition(Vector3f(-player->mPosition.x + result.x, -player->mPosition.y + result.y, -player->mPosition.z + result.z), Vector3f(-(player->mRotation.x + 180), -player->mRotation.y, -player->mRotation.z) );
Also know I am using opengl, c++ and glm.
If you want a simple behavior, using gluLookAt
is probably the simplest option! More infos here .
Seeing that you use glm
, consider something like
glm::mat4 CameraMatrix = glm::LookAt(
cameraPosition, // the position of your camera, in world space
cameraTarget, // where you want to look at, in world space
upVector // probably glm::vec3(0,1,0), but (0,-1,0) would make you looking upside-down, which can be great too
);
As taken from this site on opengl tutorials .
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