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A small bug with my First person camera

0 posts in this topic

Hey guys :)

I finally worked out a basic FPS Camera but I have a small bug. It's a quite common one I know.

When I go in circles my camera ends up rolling. I thought using the world up vector in my Yaw function would stop this but apparently not.

Mind the bad code, it's my first camera :) I'll improve


//Camera source file
#include "Camera.h"

float rotX = 0;
float rotY = 0;

Camera::Camera(D3DXVECTOR3 pos, D3DXVECTOR3 lookAt, D3DXVECTOR3 up, float FOV)
Camera::pos = pos;
Camera::lookAt = lookAt;
Camera::lookDir = Camera::lookAt - Camera::pos;
Camera::up = up;
playerSpeed = 0.3f;

D3DXMatrixPerspectiveFovLH(&projection, FOV, 800.0f / 600.0f, 0, 100);

void Camera::UpdateLook()
D3DXVec3Normalize(&lookDir, &lookDir);
D3DXVec3Cross(&right, &up, &lookDir);

if (GetAsyncKeyState(0x57))
pos += D3DXVECTOR3(lookDir.x, 0, lookDir.z) * playerSpeed;
if (GetAsyncKeyState(0x53))
pos -= D3DXVECTOR3(lookDir.x, 0, lookDir.z) * playerSpeed;

if (GetAsyncKeyState(0x41))
pos -= D3DXVECTOR3(right.x, 0, right.z) * playerSpeed;
if (GetAsyncKeyState(0x44))
pos += D3DXVECTOR3(right.x, 0, right.z) * playerSpeed;

if (GetAsyncKeyState(VK_LEFT))
rotX -= 0.04f;
if (GetAsyncKeyState(VK_RIGHT))
rotX += 0.04f;
if (GetAsyncKeyState(VK_UP))
rotY -= 0.04f;
if (GetAsyncKeyState(VK_DOWN))
rotY += 0.04f;


D3DXMatrixLookAtLH(&view, &pos, &(pos + lookDir), &up);
rotX = 0;
rotY = 0;

void Camera::pitch(float A)
D3DXMatrixRotationAxis(&T, &right, A);

D3DXVec3TransformCoord(&up, &up, &T);
D3DXVec3TransformCoord(&lookDir, &lookDir, &T);

void Camera::yaw(float A)
D3DXMatrixRotationY(&T, A);

D3DXVec3TransformCoord(&right, &right, &T);
D3DXVec3TransformCoord(&lookDir, &lookDir, &T);

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