OpenGL Move camera around point












0















I initialize the camera class from the eye, target and up vectors with glm::lookAt function, then I get Yaw, Pitch and Roll values from glm::yaw and so on.
I made a rotate method that takes xoffset and yoffset to rotate the camera around its target point.



void ThirdPersonCamera::Rotate(float _yaw, float _pitch) {
view.yaw += _yaw;
view.pitch += _pitch;
float radius = glm::length(view.GetEye() - view.GetTarget());
view.GetEye().x = glm::cos(glm::radians(view.yaw)) * glm::cos(glm::radians(view.pitch)) * radius;
view.GetEye().y = glm::sin(glm::radians(view.pitch)) * radius;
view.GetEye().z = glm::sin(glm::radians(view.yaw)) * glm::cos(glm::radians(view.pitch)) * radius;
view.init();
}


where view.init() creates the view matrix from lookAt.
the problem is that for the first rotation the eye X and Z values are exchanged so the camera jumps from its place to another one for example if the camera initialized at (0,10,10) then after first movement the eye became at (10,10,0) then it works fine.










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  • Yes I know, so what is the wrong in calculations? I tried get the Yaw and Pitch from the inverse of the view matrix after initializing but I got the Y in negative .

    – Mohamed Moussa
    Nov 13 '18 at 13:44
















0















I initialize the camera class from the eye, target and up vectors with glm::lookAt function, then I get Yaw, Pitch and Roll values from glm::yaw and so on.
I made a rotate method that takes xoffset and yoffset to rotate the camera around its target point.



void ThirdPersonCamera::Rotate(float _yaw, float _pitch) {
view.yaw += _yaw;
view.pitch += _pitch;
float radius = glm::length(view.GetEye() - view.GetTarget());
view.GetEye().x = glm::cos(glm::radians(view.yaw)) * glm::cos(glm::radians(view.pitch)) * radius;
view.GetEye().y = glm::sin(glm::radians(view.pitch)) * radius;
view.GetEye().z = glm::sin(glm::radians(view.yaw)) * glm::cos(glm::radians(view.pitch)) * radius;
view.init();
}


where view.init() creates the view matrix from lookAt.
the problem is that for the first rotation the eye X and Z values are exchanged so the camera jumps from its place to another one for example if the camera initialized at (0,10,10) then after first movement the eye became at (10,10,0) then it works fine.










share|improve this question

























  • Yes I know, so what is the wrong in calculations? I tried get the Yaw and Pitch from the inverse of the view matrix after initializing but I got the Y in negative .

    – Mohamed Moussa
    Nov 13 '18 at 13:44














0












0








0








I initialize the camera class from the eye, target and up vectors with glm::lookAt function, then I get Yaw, Pitch and Roll values from glm::yaw and so on.
I made a rotate method that takes xoffset and yoffset to rotate the camera around its target point.



void ThirdPersonCamera::Rotate(float _yaw, float _pitch) {
view.yaw += _yaw;
view.pitch += _pitch;
float radius = glm::length(view.GetEye() - view.GetTarget());
view.GetEye().x = glm::cos(glm::radians(view.yaw)) * glm::cos(glm::radians(view.pitch)) * radius;
view.GetEye().y = glm::sin(glm::radians(view.pitch)) * radius;
view.GetEye().z = glm::sin(glm::radians(view.yaw)) * glm::cos(glm::radians(view.pitch)) * radius;
view.init();
}


where view.init() creates the view matrix from lookAt.
the problem is that for the first rotation the eye X and Z values are exchanged so the camera jumps from its place to another one for example if the camera initialized at (0,10,10) then after first movement the eye became at (10,10,0) then it works fine.










share|improve this question
















I initialize the camera class from the eye, target and up vectors with glm::lookAt function, then I get Yaw, Pitch and Roll values from glm::yaw and so on.
I made a rotate method that takes xoffset and yoffset to rotate the camera around its target point.



void ThirdPersonCamera::Rotate(float _yaw, float _pitch) {
view.yaw += _yaw;
view.pitch += _pitch;
float radius = glm::length(view.GetEye() - view.GetTarget());
view.GetEye().x = glm::cos(glm::radians(view.yaw)) * glm::cos(glm::radians(view.pitch)) * radius;
view.GetEye().y = glm::sin(glm::radians(view.pitch)) * radius;
view.GetEye().z = glm::sin(glm::radians(view.yaw)) * glm::cos(glm::radians(view.pitch)) * radius;
view.init();
}


where view.init() creates the view matrix from lookAt.
the problem is that for the first rotation the eye X and Z values are exchanged so the camera jumps from its place to another one for example if the camera initialized at (0,10,10) then after first movement the eye became at (10,10,0) then it works fine.







c++ opengl rotation glm-math euler-angles






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edited Nov 13 '18 at 14:32









Nicol Bolas

283k33468643




283k33468643










asked Nov 13 '18 at 12:52









Mohamed MoussaMohamed Moussa

378




378













  • Yes I know, so what is the wrong in calculations? I tried get the Yaw and Pitch from the inverse of the view matrix after initializing but I got the Y in negative .

    – Mohamed Moussa
    Nov 13 '18 at 13:44



















  • Yes I know, so what is the wrong in calculations? I tried get the Yaw and Pitch from the inverse of the view matrix after initializing but I got the Y in negative .

    – Mohamed Moussa
    Nov 13 '18 at 13:44

















Yes I know, so what is the wrong in calculations? I tried get the Yaw and Pitch from the inverse of the view matrix after initializing but I got the Y in negative .

– Mohamed Moussa
Nov 13 '18 at 13:44





Yes I know, so what is the wrong in calculations? I tried get the Yaw and Pitch from the inverse of the view matrix after initializing but I got the Y in negative .

– Mohamed Moussa
Nov 13 '18 at 13:44












1 Answer
1






active

oldest

votes


















1














Obviously, glm::yaw() and so on do not do what you need. You need the inverse of your calculations for the eye. That is:



auto d = eye - target;
yaw = std::atan2(d.z, d.x);
pitch = std::asin(d.y / glm::length(d));


For the last line, make sure that the argument to asin stays within [-1, 1]. Floating-point inaccuracies might produce an argument outside of this range.






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  • Solved, Thank you

    – Mohamed Moussa
    Nov 13 '18 at 16:54











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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









1














Obviously, glm::yaw() and so on do not do what you need. You need the inverse of your calculations for the eye. That is:



auto d = eye - target;
yaw = std::atan2(d.z, d.x);
pitch = std::asin(d.y / glm::length(d));


For the last line, make sure that the argument to asin stays within [-1, 1]. Floating-point inaccuracies might produce an argument outside of this range.






share|improve this answer
























  • Solved, Thank you

    – Mohamed Moussa
    Nov 13 '18 at 16:54
















1














Obviously, glm::yaw() and so on do not do what you need. You need the inverse of your calculations for the eye. That is:



auto d = eye - target;
yaw = std::atan2(d.z, d.x);
pitch = std::asin(d.y / glm::length(d));


For the last line, make sure that the argument to asin stays within [-1, 1]. Floating-point inaccuracies might produce an argument outside of this range.






share|improve this answer
























  • Solved, Thank you

    – Mohamed Moussa
    Nov 13 '18 at 16:54














1












1








1







Obviously, glm::yaw() and so on do not do what you need. You need the inverse of your calculations for the eye. That is:



auto d = eye - target;
yaw = std::atan2(d.z, d.x);
pitch = std::asin(d.y / glm::length(d));


For the last line, make sure that the argument to asin stays within [-1, 1]. Floating-point inaccuracies might produce an argument outside of this range.






share|improve this answer













Obviously, glm::yaw() and so on do not do what you need. You need the inverse of your calculations for the eye. That is:



auto d = eye - target;
yaw = std::atan2(d.z, d.x);
pitch = std::asin(d.y / glm::length(d));


For the last line, make sure that the argument to asin stays within [-1, 1]. Floating-point inaccuracies might produce an argument outside of this range.







share|improve this answer












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share|improve this answer










answered Nov 13 '18 at 16:42









Nico SchertlerNico Schertler

25.1k42350




25.1k42350













  • Solved, Thank you

    – Mohamed Moussa
    Nov 13 '18 at 16:54



















  • Solved, Thank you

    – Mohamed Moussa
    Nov 13 '18 at 16:54

















Solved, Thank you

– Mohamed Moussa
Nov 13 '18 at 16:54





Solved, Thank you

– Mohamed Moussa
Nov 13 '18 at 16:54


















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