Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 9251631
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 18, 20262026-06-18T10:45:04+00:00 2026-06-18T10:45:04+00:00

So I’m trying to figure out how to mannually create a camera class that

  • 0

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);
};

Transformations gone wrong

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));
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-18T10:45:05+00:00Added an answer on June 18, 2026 at 10:45 am

    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…

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm trying to decode HTML entries from here NYTimes.com and I cannot figure out
I'm trying to create an if statement in PHP that prevents a single post
Basically, what I'm trying to create is a page of div tags, each has
I am doing a simple coin flipping experiment for class that involves flipping a
I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
I know there's a lot of other questions out there that deal with this
I'm trying to convert HTML to plain text. I get many &\#8217; &\#8220; etc.
I'm new to using the Perl treebuilder module for HTML parsing and can't figure
I am trying to understand how to use SyndicationItem to display feed which is
I am trying to find ID3V2 tags from MP3 file using jid3lib in Java.

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.