How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement
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by
Chris
on Game Development
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Published on 2011-01-07T17:02:13Z
Indexed on
2011/01/07
17:59 UTC
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This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is actually facing. As you can see currently only the x location is updated: [delta * -1, 0, 0]
How should I take into account the direction in which the camera is facing (I have the camera's target x,y,z) when creating a first person strafe (left/right) movement?
case 'a':
var eyeOriginal = g_eye;
var targetOriginal = g_target;
var viewEye = g_math.subVector(g_eye, g_target);
var viewTarget = g_math.subVector(g_target, g_eye);
viewEye = g_math.addVector([delta * -1, 0, 0], viewEye);
viewTarget = g_math.addVector([delta * -1, 0, 0], viewTarget);
g_eye = g_math.addVector(viewEye, targetOriginal);
g_target = g_math.addVector(viewTarget, eyeOriginal);
break;
case 'd':
var eyeOriginal = g_eye;
var targetOriginal = g_target;
var viewEye = g_math.subVector(g_eye, g_target);
var viewTarget = g_math.subVector(g_target, g_eye);
viewEye = g_math.addVector([delta, 0, 0], viewEye);
viewTarget = g_math.addVector([delta, 0, 0], viewTarget);
g_eye = g_math.addVector(viewEye, targetOriginal);
g_target = g_math.addVector(viewTarget, eyeOriginal);
break;
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