Strange behavior of the first-person camera when moving the eye

I am trying to make a game / demo with Java / LWJGL and have problems with the first-person camera:

I use W A S Dto move the vector eye, however strange it may be:

  • When I turn my eyes to either me, right or. the left parts of the view are blocked for my viewing.
  • When I move my eye to the right or left of me, it’s above or above. the lower parts of the view are locked for viewing.

I successfully applied the mouse movement (to look around), the corresponding code fragments:

(Note: the Matrix4f class works in the main column order)

Matrix4f viewMatrix = new Matrix4f();

private void checkKeys() {
    if (isKeyCurrentlyDown(Keyboard.KEY_W)) {
        eye.updateTranslate(1.0f, 0.0f, 0.0f);
        updateView();
    }
    else if (isKeyCurrentlyDown(Keyboard.KEY_S)) {
        eye.updateTranslate(-1.0f, 0.0f, 0.0f);
        updateView();
    }
    else if (isKeyCurrentlyDown(Keyboard.KEY_A)) {
        eye.updateTranslate(0.0f, -1.0f, 0.0f);
        updateView();
    }
    else if (isKeyCurrentlyDown(Keyboard.KEY_D)) {
        eye.updateTranslate(0.0f, 1.0f, 0.0f);
        updateView();
    }
}

private void updateView() {
    System.out.println("eye = " + eye);
    viewMatrix.identity().viewFPS(eye, roll, yaw, pitch);
    System.out.println("viewMatrix = " + viewMatrix);
    Uniforms.setUniformMatrix4(UNIFORM_VIEW_MATRIX, false, viewMatrix);
}

@Override
protected void render(final double msDelta) {
    super.render(msDelta);

    glClearColor(0.0f, 0.25f, 0.0f, 1.0f);
    glClearDepthf(1f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    program.use();

    for (int i = 0; i < 24; i++) {
        float fVar = i + currentTime / 1000f * 0.3f;
        modelviewMatrix.identity()
                .translate(0.0f, 0.0f, -8.0f)
                .rotate(currentTime / 1000f * 45.0f, 0.0f, 1.0f, 0.0f)
                .rotate(currentTime / 1000f * 21.0f, 1.0f, 0.0f, 0.0f)
                .translate(
                    (float)Math.sin(2.1f * fVar) * 2.0f,
                    (float)Math.cos(1.7f * fVar) * 2.0f,
                    (float)Math.sin(1.3f * fVar) * (float)Math.cos(1.5f * fVar) * 2.0f
                );
        Uniforms.setUniformMatrix4(UNIFORM_MODEL_MATRIX, false, modelviewMatrix.writeToFloatBuffer(modelViewMatrixBuffer));
        program.drawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
    }
}

#version 440 core

layout(location = 0) in vec4 position;

out VS_OUT {
    vec4 color;
} vs_out;

layout(location = 0) uniform mat4 model_matrix;
layout(location = 1) uniform mat4 view_matrix;
layout(location = 2) uniform mat4 proj_matrix;

void main() {
    gl_Position = proj_matrix * view_matrix * model_matrix * position;
    vs_out.color = position * 2.0 + vec4(0.5, 0.5, 0.5, 0.0);
}

public enum UniformLocation {
    UNIFORM_MODEL_MATRIX(0),
    UNIFORM_VIEW_MATRIX(1),
    UNIFORM_PROJECTION_MATRIX(2)
    ;

    private final int location;

    private UniformLocation(final int location) {
        this.location = location;
    }

    public int getLocation() {
        return this.location;
    }
}

//Column-major order

public Matrix4f viewFPS(final Vector3f eye, final float rollAngle, final float yawAngle, final float pitchAngle) {
    //roll = rolling your head, Q&E
    //yaw = looking left/right, mouseY
    //pitch = looking up/down, mouseX
    float sinRoll = (float)Math.sin(Math.toRadians(rollAngle));
    float cosRoll = (float)Math.cos(Math.toRadians(rollAngle));
    float sinYaw = (float)Math.sin(Math.toRadians(yawAngle));
    float cosYaw = (float)Math.cos(Math.toRadians(yawAngle));
    float sinPitch = (float)Math.sin(Math.toRadians(pitchAngle));
    float cosPitch = (float)Math.cos(Math.toRadians(pitchAngle));

    Vector3f xAxis = new Vector3f(
        cosYaw * cosPitch,
        sinYaw * cosPitch,
        -sinPitch
    );
    Vector3f yAxis = new Vector3f(
        cosYaw * sinPitch * sinRoll - sinYaw * cosRoll,
        sinYaw * sinPitch * sinRoll + cosYaw * cosRoll,
        cosPitch * sinRoll
    );
    Vector3f zAxis = new Vector3f(
        cosYaw * sinPitch * cosRoll + sinYaw * sinRoll,
        sinYaw * sinPitch * cosRoll - cosYaw * sinRoll,
        cosPitch * cosRoll
    );
    return multiply(
        xAxis.getX(),   xAxis.getY(),   xAxis.getZ(),   -xAxis.dot(eye),    //X column
        yAxis.getX(),   yAxis.getY(),   yAxis.getZ(),   -yAxis.dot(eye),    //Y column  
        zAxis.getX(),   zAxis.getY(),   zAxis.getZ(),   -zAxis.dot(eye),    //Z column
        0.0f,           0.0f,           0.0f,           1.0f                //W column
    );
}

I really don’t know why the camera behaves so strangely, but what does it mean?
How do parts of a piece suddenly become invisible anymore?

: , viewFPS(), , - ?

+2
1

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, (phi) (psi) - X, Y Z. (http://www.fastgraph.com/makegames/3drotation/)

+1

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