FPS-like camera movement with basic matrix transformations (WebGL)

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I have a simple scene in WebGL where i store every transformation (for the camera and the models) in a single model/view matrix and i set them by rotating and moving said matrix.

What i want is, to being able to rotate the camera around and when i "move forward" to move towards where the camera is pointing.

So far, i have modified this code to this:

    mat4.identity(mvMatrix);    
    mat4.rotateX(mvMatrix, degToRad(elev), mvMatrix);   
    mat4.rotateY(mvMatrix, degToRad(ang), mvMatrix);   
    mat4.rotateZ(mvMatrix, degToRad(-roll), mvMatrix);  
    mat4.translate(mvMatrix, [-px, -py, -pz], mvMatrix);

since it wasn't working as it was and it kind of works, until you do an extreme rotation (more than 90 degrees).

This is not a deal breaker for what i'm doing, but i want to know. Is this the best i can get without moving away from calculating the camera orientation like this?

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WebGL cameras generally point down the -Z axis so to move in the direction the camera is facing you just add the camera's Z axis (elements 8, 9, 10) to the position of the camera multiplied by some velocity.

const m4 = twgl.m4;
const v3 = twgl.v3;
const gl = document.querySelector("canvas").getContext("webgl");
const vs = `
uniform mat4 u_worldViewProjection;
uniform mat4 u_worldInverseTranspose;

attribute vec4 position;
attribute vec3 normal;

varying vec3 v_normal;

void main() {
  gl_Position = u_worldViewProjection * position;
  v_normal = (u_worldInverseTranspose * vec4(normal, 0)).xyz;
}
`;
const fs = `
precision mediump float;

varying vec3 v_normal;
uniform vec3 u_lightDir;
uniform vec4 u_color;

void main() {
  vec3 norm = normalize(v_normal);
  float light = dot(u_lightDir, norm) * .5 + .5;
  gl_FragColor = vec4(u_color.rgb * light, u_color.a);
}
`;

const progInfo = twgl.createProgramInfo(gl, [vs, fs]);
const bufferInfo = twgl.primitives.createCubeBufferInfo(gl, 1);

const projection = m4.identity();
const camera = m4.identity();
const view = m4.identity();
const viewProjection = m4.identity();
const world = m4.identity();
const worldViewProjection = m4.identity();
const worldInverse = m4.identity();
const worldInverseTranspose = m4.identity();

const fov = degToRad(90);
const zNear = 0.1;
const zFar = 100;

const lightDir = v3.normalize([1, 2, 3]);

const keys = {};

let px = 0;
let py = 0;
let pz = 0;
let elev = 0;
let ang = 0;
let roll = 0;
const speed = 1;
const turnSpeed = 90;

let then = 0;
function render(now) {
  now *= 0.001;  // seconds;
  const deltaTime = now - then;
  then = now;
  
  twgl.resizeCanvasToDisplaySize(gl.canvas);
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
  
  gl.enable(gl.DEPTH_TEST);
  gl.enable(gl.CULL_FACE);
  
  gl.useProgram(progInfo.program);
  
  const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  m4.perspective(fov, aspect, zNear, zFar, projection);

  m4.identity(camera);    
  m4.translate(camera, [px, py, pz], camera);
  m4.rotateX(camera, degToRad(elev), camera);   
  m4.rotateY(camera, degToRad(-ang), camera);   
  m4.rotateZ(camera, degToRad(roll), camera);
  
  m4.inverse(camera, view);

  m4.multiply(projection, view, viewProjection);
  
  for (let z = -1; z <= 1; ++z) {
    for (let y = -1; y <= 1; ++y) {
      for (let x = -1; x <= 1; ++x) {
        if (x === 0 && y === 0 && z === 0) {
          continue;
        }
        
        m4.identity(world);
        m4.translate(world, [x * 3, y * 3, z * 3], world);
        
        m4.multiply(viewProjection, world, worldViewProjection);
        m4.inverse(world, worldInverse);
        m4.transpose(worldInverse, worldInverseTranspose);
        
        twgl.setBuffersAndAttributes(gl, progInfo, bufferInfo);
        twgl.setUniforms(progInfo, {
          u_worldViewProjection: worldViewProjection,
          u_worldInverseTranspose: worldInverseTranspose,
          u_color: [(x + 2) / 3, (y + 2) / 3, (z + 2) / 3, 1],
          u_lightDir: lightDir,
        });
        twgl.drawBufferInfo(gl, bufferInfo);
      }
    }
  }
  
  if (keys['87'] || keys['83']) {
    const direction = keys['87'] ? 1 : -1;
    px -= camera[ 8] * deltaTime * speed * direction;
    py -= camera[ 9] * deltaTime * speed * direction;
    pz -= camera[10] * deltaTime * speed * direction;
  }
  
  if (keys['65'] || keys['68']) {
    const direction = keys['65'] ? 1 : -1;
    ang += deltaTime * turnSpeed * direction;
  }

  if (keys['81'] || keys['69']) {
    const direction = keys['81'] ? 1 : -1;
    roll += deltaTime * turnSpeed * direction;
  }

  if (keys['38'] || keys['40']) {
    const direction = keys['38'] ? 1 : -1;
    elev += deltaTime * turnSpeed * direction;
  }

  requestAnimationFrame(render);
}
requestAnimationFrame(render);

window.addEventListener('keydown', (e) => {
  keys[e.keyCode] = true;
  e.preventDefault();
});
window.addEventListener('keyup', (e) => {
  keys[e.keyCode] = false;
  e.preventDefault();
});

function degToRad(d) {
  return d * Math.PI / 180;
}
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
pre { position: absolute; left: 1em; top: 0; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
<pre>
A = left
D = right
W = forward
S = down
Q = roll left
E = roll right
UP = look up
DN = look down
</pre>