Hello! I created a camera based on quaternions, but when I turn the camera, an unwanted roll appears. I would not like to lose my freedom of movement using, for example, Euler angles, since there is a need to add roll from time to time. If I use Euler angles, then, as far as I know, I can get a gimbal lock.
Code:
struct FreeCamera : public BaseCamera {
float pitch = 0, yaw = 0, roll = 0;
void updateView();
private:
glm::quat qCamera;
};
struct FreeCameraController: public BaseCameraController {
float sensitivityPitch = 0.0025f, sensitivityYaw = 0.0025f, sensitivityRoll = 0.0025f;
void mouseMove(const float x, const float y, const float z = 0);
inline void setMousePos(const float x, const float y, const float z = 0) {
lastMousePos = glm::vec3(x, y, z);
}
private:
glm::vec3 lastMousePos = glm::vec3(0.0f);
};
void FreeCamera::updateView() {
// temporary frame quaternion from pitch, yaw, roll
glm::quat qPYR = glm::quat(glm::vec3(pitch, yaw, roll));
// reset values
pitch = yaw = roll = 0;
// update qCamera
qCamera = qPYR * qCamera;
qCamera = glm::normalize(qCamera);
glm::mat4 rotate = glm::mat4_cast(qCamera);
glm::mat4 translate = glm::mat4(1.0f);
translate = glm::translate(translate, -pos);
view = rotate * translate;
}
void FreeCameraController::mouseMove(const float x, const float y, const float z) {
glm::vec3 dCoord = glm::vec3(x, y, z) - lastMousePos;
((FreeCamera*)camera)->yaw = dCoord.x * sensitivityYaw;
((FreeCamera*)camera)->pitch = dCoord.y * sensitivityPitch;
((FreeCamera*)camera)->roll = dCoord.z * sensitivityRoll;
lastMousePos = glm::vec3(x, y, z);
}
Is it possible to reset unwanted roll? Thanks in advance for the help!