I have a Camera object that has the variables:
class Camera : Object
{
public:
float positionX, positionY, positionZ;
float directionX, directionY, directionZ;
int speed;
}
The positions are what I will draw my scene's position based on, the direction is a value between 0 and 1 that I will multiply for the speed to get the next position:
if(keyboardInput.GetKeyState(Key::ArrowUp) == KeyState::Pressed)
{
_viewCamera.positionX = _viewCamera.directionX * _viewCamera.speed;
_viewCamera.positionY = _viewCamera.directionY * _viewCamera.speed;
_viewCamera.positionZ = _viewCamera.directionZ * _viewCamera.speed;
}
The problem is the rotation direction, which I'm calculating with:
if(mouseInput.GetButtonState(Button::RightButton) == ButtonState::Pressed)
{
//Here I get how many pixels the mouse moved between the X and Y axis with mouse sensitivity accounted for
float rotationX = mouseInput.GetMouseMoveX();
float rotationY = mouseInput.GetMouseMoveY();
_viewCamera.directionX = sin(rotationX * 3.1415/180);
_viewCamera.directionY = sin(rotationY * 3.1415/180);
_viewCamera.directionZ = cos(rotationX * 3.1415/180);
}
There is something missing here, but I can't get it right. The direction when I'm looking to the left or right works fine, but when I look up or down I'm not taking into account the rotationY for calculating the Z direction.
This means, if I'm looking straightly down, I'm not supposed to move forward or backwards, just down along the Y axis. But I'm going forward/backward because I'm not calculating the rotationY in the directionZ.
I tried subtracting the cos(rotationY) to directionZ, but the movement didn't felt right (was pretty weird actually).
What's the proper math so I get the correct movement along all axis?