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Camera Translation/Rotation

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Moving on the axis's is fine and dandy, and so is rotating the view of the camera. Combining the two so that I always move in the direction I am viewing however, I'm rather confused with. This is my (pseudo)code:

Camera.Move x, 0, z

Camera.Rotate x * RAD, 0, 0


Any simplistic suggestions?

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Original post by streamerYou need to multiply matrices in specific order.

Rotation prior to translation still results in my having the issue of only moving along the x or z axis. It just gives me the lovely view of the direction I'd like to be moving in as I do so.

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Your camera's position is in world coordinats, so forward isn't always going to be along the x axis. You have to figure out which way forward is and move in that direction instead.

Camera.Move(vForward * distance)

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this is part of my camera class.

void CCamera::MoveCamera(float Speed)
// Get vVector: Direction camera is facing
D3DXVECTOR3 vVector = m_vView - m_vPosition;


// Move camera along the vVector
m_vPosition.x += vVector.x * Speed;
m_vPosition.z += vVector.z * Speed;
m_vView.x += vVector.x * Speed;
m_vView.z += vVector.z * Speed;


then just update our view matrix
with something like

D3DXMATRIX CCamera::Look()
D3DXVECTOR3 position(m_vPosition.x, m_vPosition.y, m_vPosition.z);
D3DXVECTOR3 target(m_vView.x, m_vView.y, m_vView.z);
D3DXVECTOR3 up(m_vUpVector.x, m_vUpVector.y, m_vUpVector.z);

// cameras view matrix
D3DXMatrixLookAtLH(&V, &position, &target, &up);

return V;

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