GLBasic forum
Codesnippets => 3Dsnippets => Topic started by: bigsofty on 2009Nov20

Hi,
This allows for full Pitch, Yaw, Roll as well was positioning the camera, oh, and most importantly for anything 'flying', no Gimbal lock problems.
This is based on a Freebasic article I read, maths is not my strong point but everything seems to function OK, not heavily tested though.
One line, marked, is for Gernot, had a problem with that line and had to split a calculation up into three lines to avoid it?
Any ways, have fun! ;)
Ian
Actual lib, just add it to your project...
//  //
// Project: 6DOFCam_lib
// Start: Thursday, November 19, 2009
// IDE Version: 7.177
//
CONSTANT rad = 3.1415926535/180
TYPE Tquaternion
w#
x#
y#
z#
ENDTYPE
TYPE Tcamera
//position
x#
y#
z#
//look vector
lx#
ly#
lz#
//up vector
ux#
uy#
uz#
//right vector
rx#
ry#
rz#
FOV#
aspect#
nearClip#
farClip#
ENDTYPE
FUNCTION quaternion_normalize AS Tquaternion: tmpQ AS Tquaternion
LOCAL mag# = SQR(tmpQ.w*tmpQ.w+tmpQ.x*tmpQ.x+tmpQ.y*tmpQ.y+tmpQ.z*tmpQ.z)
LOCAL q AS Tquaternion
q.w = tmpQ.w / mag
q.x = tmpQ.x / mag
q.y = tmpQ.y / mag
q.z = tmpQ.z / mag
RETURN q
ENDFUNCTION
FUNCTION quaternion_conj AS Tquaternion: tmpQ AS Tquaternion
LOCAL q AS Tquaternion
q.w = tmpQ.w
q.x = tmpQ.x
q.y = tmpQ.y
q.z = tmpQ.z
RETURN q
ENDFUNCTION
FUNCTION quaternion_mult AS Tquaternion: lhs AS Tquaternion, rhs AS Tquaternion
LOCAL q AS Tquaternion
q.w = lhs.w * rhs.w  lhs.x * rhs.x  lhs.y * rhs.y  lhs.z * rhs.z
q.x = lhs.w * rhs.x + lhs.x * rhs.w + lhs.y * rhs.z  lhs.z * rhs.y
q.y = lhs.w * rhs.y  lhs.x * rhs.z + lhs.y * rhs.w + lhs.z * rhs.x
q.z = lhs.w * rhs.z + lhs.x * rhs.y  lhs.y * rhs.x + lhs.z * rhs.w
RETURN q
ENDFUNCTION
FUNCTION camera_advance: cam AS Tcamera, d#
LOCAL xt#, yt#, zt#
xt = (cam.lx  cam.x) * d
yt = (cam.ly  cam.y) * d
zt = (cam.lz  cam.z) * d
cam.x = cam.x + xt
cam.y = cam.y + yt
cam.z = cam.z + zt
cam.ux =cam.ux + xt
cam.uy =cam.uy + yt
cam.uz =cam.uz + zt
cam.rx =cam.rx + xt
cam.ry =cam.ry + yt
cam.rz =cam.rz + zt
cam.lx =cam.lx + xt
cam.ly =cam.ly + yt
cam.lz =cam.lz + zt
ENDFUNCTION
FUNCTION camera_strafe: cam AS Tcamera, d#
LOCAL xt#, yt#, zt#
xt = (cam.rx  cam.x) * d
yt = (cam.ry  cam.y) * d
zt = (cam.rz  cam.z) * d
cam.x = cam.x + xt
cam.y = cam.y + yt
cam.z = cam.z + zt
cam.ux = cam.ux + xt
cam.uy = cam.uy + yt
cam.uz = cam.uz + zt
cam.rx = cam.rx + xt
cam.ry = cam.ry + yt
cam.rz = cam.rz + zt
cam.lx = cam.lx + xt
cam.ly = cam.ly + yt
cam.lz = cam.lz + zt
ENDFUNCTION
FUNCTION camera_rise: cam AS Tcamera, d#
LOCAL xt#, yt#, zt#
xt = (cam.ux  cam.x) * d
yt = (cam.uy  cam.y) * d
zt = (cam.uz  cam.z) * d
cam.x = cam.x + xt
cam.y = cam.y + yt
cam.z = cam.z + zt
cam.ux = cam.ux + xt
cam.uy = cam.uy + yt
cam.uz = cam.uz + zt
cam.rx = cam.rx + xt
cam.ry = cam.ry + yt
cam.rz = cam.rz + zt
cam.lx = cam.lx + xt
cam.ly = cam.ly + yt
cam.lz = cam.lz + zt
ENDFUNCTION
FUNCTION camera_roll: cam AS Tcamera, a#
LOCAL qUp AS Tquaternion
qUp.w = 0
qUp.x = cam.ux  cam.x
qUp.y = cam.uy  cam.y
qUp.z = cam.uz  cam.z
LOCAL qRight AS Tquaternion
qRight.w = 0
qRight.x = cam.rx  cam.x
qRight.y = cam.ry  cam.y
qRight.z = cam.rz  cam.z
LOCAL qRot AS Tquaternion
qRot.w = COS(a * rad/2)
qRot.x = (cam.lx  cam.x) * SIN(a * rad/2)
qRot.y = (cam.ly  cam.y) * SIN(a * rad/2)
qRot.z = (cam.lz  cam.z) * SIN(a * rad/2)
LOCAL W AS Tquaternion,W1 AS Tquaternion,W2 AS Tquaternion
W1 = quaternion_mult(qRot,qUp)
W2 = quaternion_conj(qRot)
W = quaternion_mult(W2,W1)
W = quaternion_normalize(W)
cam.ux = W.x + cam.x
cam.uy = W.y + cam.y
cam.uz = W.z + cam.z
// W = quaternion_mult(quaternion_mult(qRot,qRight), quaternion_conj(qRot)) <<< This does not work?!?!
W1 = quaternion_mult(qRot,qRight)
W2 = quaternion_conj(qRot)
W = quaternion_mult(W2,W1)
W = quaternion_normalize(W)
cam.rx = W.x + cam.x
cam.ry = W.y + cam.y
cam.rz = W.z + cam.z
ENDFUNCTION
FUNCTION camera_pitch: cam AS Tcamera, a#
LOCAL qUp AS Tquaternion
qUp.w = 0
qUp.x = cam.ux  cam.x
qUp.y = cam.uy  cam.y
qUp.z = cam.uz  cam.z
LOCAL qLook AS Tquaternion
qLook.w = 0
qLook.x = cam.lx  cam.x
qLook.y = cam.ly  cam.y
qLook.z = cam.lz  cam.z
LOCAL qRot AS Tquaternion
qRot.w = COS(a * rad/2)
qRot.x = (cam.rx  cam.x) * SIN(a * rad/2)
qRot.y = (cam.ry  cam.y) * SIN(a * rad/2)
qRot.z = (cam.rz  cam.z) * SIN(a * rad/2)
LOCAL W AS Tquaternion,W1 AS Tquaternion,W2 AS Tquaternion
W1 = quaternion_mult(qRot,qUp)
W2 = quaternion_conj(qRot)
W = quaternion_mult(W2,W1)
W = quaternion_normalize(W)
cam.ux = W.x + cam.x
cam.uy = W.y + cam.y
cam.uz = W.z + cam.z
W1 = quaternion_mult(qRot,qLook)
W2 = quaternion_conj(qRot)
W = quaternion_mult(W2,W1)
W = quaternion_normalize(W)
cam.lx = W.x + cam.x
cam.ly = W.y + cam.y
cam.lz = W.z + cam.z
ENDFUNCTION
FUNCTION camera_yaw: cam AS Tcamera, a#
LOCAL qRight AS Tquaternion
qRight.w = 0
qRight.x = cam.rx  cam.x
qRight.y = cam.ry  cam.y
qRight.z = cam.rz  cam.z
LOCAL qLook AS Tquaternion
qLook.w = 0
qLook.x = cam.lx  cam.x
qLook.y = cam.ly  cam.y
qLook.z = cam.lz  cam.z
LOCAL qRot AS Tquaternion
qRot.w = COS(a * rad/2)
qRot.x = (cam.ux  cam.x) * SIN(a * rad/2)
qRot.y = (cam.uy  cam.y) * SIN(a * rad/2)
qRot.z = (cam.uz  cam.z) * SIN(a * rad/2)
LOCAL W AS Tquaternion,W1 AS Tquaternion,W2 AS Tquaternion
W1 = quaternion_mult(qRot,qRight)
W2 = quaternion_conj(qRot)
W = quaternion_mult(W2,W1)
W = quaternion_normalize(W)
cam.rx = W.x + cam.x
cam.ry = W.y + cam.y
cam.rz = W.z + cam.z
W1 = quaternion_mult(qRot,qLook)
W2 = quaternion_conj(qRot)
W = quaternion_mult(W2,W1)
W = quaternion_normalize(W)
cam.lx = W.x + cam.x
cam.ly = W.y + cam.y
cam.lz = W.z + cam.z
ENDFUNCTION
FUNCTION X_6DOFCAMERA: cam AS Tcamera
X_MAKE3D cam.nearClip, cam.farClip, cam.FOV
X_CAMERAUP cam.x  cam.ux, cam.y  cam.uy, cam.z  cam.uz
X_CAMERA cam.x, cam.y, cam.z, cam.lx, cam.ly, cam.lz
ENDFUNCTION
Here is an example of how to use the camera lib (see remarks for controls)...
//  //
// Project: 6DOFCam_test
// Start: Thursday, November 19, 2009
// IDE Version: 7.177
LOCAL cam1 AS Tcamera
LOCAL speed# = .01
LOCAL xv#, yv#, zv#, p#=0, r#=0, y#=0
LOCAL mx%, my%, mw%, mba%, mbb%
cam1.x# = 0
cam1.y = 0
cam1.z = 0
cam1.lx = 0
cam1.ly = 0
cam1.lz = 1
cam1.ux# = 0
cam1.uy# = 1
cam1.uz# = 0
cam1.rx = 1
cam1.ry = 0
cam1.rz = 0
cam1.FOV = 45
cam1.aspect = 1024/768
cam1.nearClip = .01
cam1.farClip = 5000
WHILE TRUE
MOUSESTATE mx, my, mba, mbb
mx = MOUSEAXIS(0)/10
my = MOUSEAXIS(1)/10
X_6DOFCAMERA(cam1)
//Linear Velocity Dampening (SPACE)
IF KEY(57)
xv = xv * .95
yv = yv * .95
zv = zv * .95
ENDIF
//Angular Velocity Dampening (CTRL)
IF KEY(29)
r = r * .95
p = p * .95
y = y * .95
ENDIF
//Accelerate Forward (W)
IF KEY(17)
xv = xv + (cam1.lx  cam1.x) * speed
yv = yv + (cam1.ly  cam1.y) * speed
zv = zv + (cam1.lz  cam1.z) * speed
ENDIF
//Accelerate Backward (S)
IF KEY(31)
xv = xv  (cam1.lx  cam1.x) * speed
yv = yv  (cam1.ly  cam1.y) * speed
zv = zv  (cam1.lz  cam1.z) * speed
ENDIF
//Accelerate Left (A)
IF KEY(30)
xv = xv + (cam1.rx  cam1.x) * speed
yv = yv + (cam1.ry  cam1.y) * speed
zv = zv + (cam1.rz  cam1.z) * speed
ENDIF
//Accelerate Right (D)
IF KEY(32)
xv = xv  (cam1.rx  cam1.x) * speed
yv = yv  (cam1.ry  cam1.y) * speed
zv = zv  (cam1.rz  cam1.z) * speed
ENDIF
//Accelerate Down (F)
IF KEY(33)
xv = xv + (cam1.ux  cam1.x) * speed
yv = yv + (cam1.uy  cam1.y) * speed
zv = zv + (cam1.uz  cam1.z) * speed
ENDIF
//Accelerate Up (R)
IF KEY(19)
xv = xv  (cam1.ux  cam1.x) * speed
yv = yv  (cam1.uy  cam1.y) * speed
zv = zv  (cam1.uz  cam1.z) * speed
ENDIF
// change IF the left mouse button is pressed
IF mba = 1
//Pitch mouse up AND
p = p + my
//Yaw
y = y + mx
ELSEIF mbb = 1
//Roll with right mouse button
r = r + mx
ENDIF
cam1.x = cam1.x + xv
cam1.y = cam1.y + yv
cam1.z = cam1.z + zv
cam1.lx = cam1.lx + xv
cam1.ly = cam1.ly + yv
cam1.lz = cam1.lz + zv
cam1.rx = cam1.rx + xv
cam1.ry = cam1.ry + yv
cam1.rz = cam1.rz + zv
cam1.ux = cam1.ux + xv
cam1.uy = cam1.uy + yv
cam1.uz = cam1.uz + zv
debug_view(0,0,0,100,RGB(255,255,0),RGB(255,0,255),RGB(0,255,255))
camera_roll(cam1,r)
camera_pitch(cam1,p)
camera_yaw(cam1,y)
X_MAKE2D
PRINT "Cam Pitch = "+p,10,10
PRINT "Cam Yaw = "+y,10,20
PRINT "Cam Roll = "+r,10,30
SHOWSCREEN
WEND
FUNCTION debug_view: x, y, z, crad, rgb1, rgb2, rgb3
LOCAL rad, x1, y1, j, x2, y2
y1=SIN(0)*crad
x1=COS(0)*crad
FOR j=4 TO 360 STEP 4
y2=SIN(j)*crad
x2=COS(j)*crad
X_LINE x+x1,y+y1,z , x+x2,y+y2,z,0.1,rgb1
X_LINE x+x1,y+0,y1+z, x+x2,y+0,y2+z,1,rgb2
X_LINE x+0,y+x1,y1+z, x+0,y+x2,y2+z,1,rgb3
x1=x2
y1=y2
NEXT
X_DOT x,y,z,10,rgb1
X_DRAWAXES x+crad,y,z
X_DRAWAXES xcrad,y,z
X_DRAWAXES x,y+crad,z
X_DRAWAXES x,ycrad,z
X_DRAWAXES x,y,crad+z
X_DRAWAXES x,y,crad+z
X_PRINT "RIGHT X+",x+crad,y,z,0
X_PRINT "LEFT X",xcrad,y,z,0
X_PRINT "UP Y+",x,y+crad,z,0
X_PRINT "DOWN Y",x,ycrad,z,0
X_PRINT "OUT Z+",x,y,crad+z,0
X_PRINT "IN Z",x,y,crad+z,0
X_SETTEXTURE 1, 1
ENDFUNCTION

:nw:
STICKY ! :whip:

Very Awesome work my friend!

I found a glitch...i hope you can figgure out what is wrong..
Try this...
1. pitch up 45 degrees, left mouse.
2. move mouse left/right, left mouse.
As the camera turns on the mouse Y axes, you can see the camera is rocking left and right, as if a roll is being added through a sin wave, similiar to a gimbal lock.
Why is this extra rolling occuring?

I don't think that its 'rolling' as such, its just that its almost impossible to stop at an exact pitch, so when you rotate the camera, you see above the horizon on one side of the sphere but when you turn 180 degrees, you see just below the horizon. Pitch and Yaw combined in the demo with the mouse is not a good combination when trying for an exact axis. I'll change this to use the middle button tomorrow.

8) 8) 8) 8) 8) 8) 8)

Love it man...love it. :nw:
Curious, how do we attach an object to the camera rotated orientations?
ie a cockpit for a plane.
Is there a way to convert the quats to glbasic rotations?
Correct me if im wrong here, but i think glbasic is eulers.
A shot in the dark, i think we need some kind of conversion i imagine.
edit:
Really i appreciate you sharing quaternion math with us.
I think i have the hang of it now.
:nw:

No problem buddy my pleasure.
Hurt my back yesterday lifting a new washing machine... real silly... so I'm not on my computer much today :sick:
There is still room to make this a more fully fledged quaternion library. No SLERP implementation yet, matrix<>quat routines etc... but its a start. I'm kinda busy with a 2D game for now though.

AHHHHH
Quaternions have an issue, the math fails.
It is a well known fact, as ive researched this math issue on the web.
So many people have issues with it.
I figgured out why it fails, on my own, through testing(damn im good):
It fails because the magnitude of the identity matrix changing....this is why speeds change, and ultimately crash a program.
The internal direction vectors, forward,right,up (quaternion object identity matrix) are always being altered, due to the imperfection of computers number limits!
You see, numbers can only be so precise(right hand precision), and this is where the problem starts.
And i have been working on a real solution..........and if i get this right, im going to publish a book on 3d quaternion math LOL :)
So the solution would seem to be to limit the "smallness" of the numbers.
And so, the numbers need to be rounded, which i have done.
Solution, maybe, well this is true, but only partially.
Because of the nature of quaternion math, the math must be precise, or we get an explosion in the identity magnitude.
So, rounding the small numbers will change the magnitude of the identity matrix, to spread out still!
WOW, this is why the math will fail........ again.
Ive seen a "solution" on the web, they said to normalize the quat every now and then.
But if you designate the object to have forward right and up magnitudes spread out, it increases the magnitude of motion, which is cool because you can regulate speed.
If you do this, then normalizing is not the solution, because it crunches your internal vectors, messing up your original identity.
I have been studying the math....and testing.
And the real solution is going to be pretty complex....
What needs to be done, is the quaternion math functions internally, needs to be given a tolerance, of changes in magnitude of the quaternions.
The functions must be able to regulate the magnitude spread, keeping it very close to the original identity.
This will be complicated...im not even sure if i can do this type of algorithm.
I will be back this week to let you know if i was successful in creating this "regulator".

Im sSO sorry buddy.......i didnt mean to delete your post.
I will place your response at the bottom of this message........
I never noticed any cumulative errors but a quaternion normalization function already exists, try this(another alternative is just to normalise the camera vectors in TCamera)...
The culmative error occur when you scale the identity up.
ie. cam.l, cam.u, cam.r, each are 1.0, but this naturally changes as time goes on because of rounding.
Thats bad because, this is your speed scalar.
for instance, if you set these 3 values to 2.0, then you will move twice as fast.
If you move around in 3d at a scale of 2.0, as a max/min speed scalar, then it should never go above or under that, and normalizing doesnt solve it.
Code: [Select]
W = quaternion_mult(W2,W1)
W = quaternion_normalize(W)
If this solves your problem, I'll add it to the above lib.
The error causes unproportional scalars as a result, this is the problem with quaternions.
No matter what scalar values you set in your identity, not even 1.0, you can not regulate the original scalar by normalizing.
Here is why, if you have the real number quaternion vector with these errored values,
(Where, all 3 identity original speed scalars were all equal to one):
.l=1.0
.u=1.0
.r=4.0 //this is the culmulating scalar in this case, for whatever reason, not important here.
If those were your output values, and you try to normalize all 3 at once, you end up with something like this:
.l=0.25
.u=0.25
.r=0.888
Obviously this is an error, these 3 scalars MUST all go back to 1.0 speed scale, or something close to it.
You can not normalize all 3 scalars back to the original identity scalar if they are not proportional, can you?
This is what people all over the world dont understand, is the solution is in regulating the the current vector scalar, to match the original identity scalar size.
Normalizing the current output, causes unproportioinal output....and this causes unproportional vector velocity speed outputs.
Im no mathematician, however, i do now have a solid understanding of quaternion math because i spent a few hours analyzing the inputs versus the output values of every single value within the algorithms.
I deleted the last post from softy by accident, here is the original message:
I never noticed any cumulative errors but a quaternion normalization function already exists, try this(another alternative is just to normalise the camera vectors in TCamera)...
Code: [Select]
W = quaternion_normalize(W)
each time the W (notice its a Capital) is calculated.
so...
Code: [Select]
W = quaternion_mult(W2,W1)
becomes...
Code: [Select]
W = quaternion_mult(W2,W1)
W = quaternion_normalize(W)
If this solves your problem, I'll add it to the above lib.

Still a little unsure where your error is. :S
Each of the Tcamera vectors is not proportionally normalized to each other one, they don't have to be, only to within their own .x .y .z components to avoid cumulative errors in each vector, normalizing the quaternion result is enough, as they are derived from that.

Each of the Tcamera vectors is not proportionally normalized to each other one, they don't have to be
Yes they do, because youll end up with different speed scalars for each dimension.
If you set your vectors to 1,1,1 in loadcam()
The magnitude of the movement vectorXYZ is 1.732050, SQR(3), SQR(1*11*11*1)
As time progresses, this number fluxuates just a little ...normally.
This is due to the vector differences in each new XYZ
So as each dimension becomes unproportional, the vector scale for each dimension is different, and thus resulting in unproportional movement.
It takes alot of movement and rotating to get these to become so unproportional that the camera will slow down in one dimension or another and increase speed in another.
This is when the crash occurs....when they become extremely unproportional.
These vectors get reused to perform new movements, and these are the scale in which they move in each dimension, separetly.

Please excuse my ignorance Hemlos but could you provide a small demo, showing the cumulative error? :giveup:
There are 3 directional vectors, all being normalized (with the additional code) and one positional vector, which one are you referring to?
Also, what is "loadcam()"?
I think a small demo is the way to go if you could stick one together?

The problem was happengin because of my rounding function.
Right hand precision of 6 was the issue.
Sorry for bothering you...well now i know what not to do :S

No problem bud. I personally learn more when things go wrong and then doing further investigation, than when things go immediately right, which requires none! ;)

*drum roll*
rotation = 57.2957 * Angle // which is: 1* radian * Angle..doesnt make sense, but neither do quats
Seems to work, tested it for a few minutes.

where do you set the looka target? i cant figure it out

whne i move the mouse up and down it dosent look up and down? is there a fix ?

An error plz help !
im useing this lib and when i fly far enofe and rotate the mouse the camera seems to start to shake
any solve for this? kinda dont understand vectors

You almost certainly must have a solid understanding of vectors before attempting this type of math.
1. the lookat target is the forward coordinate.
2. why it wont look up and down, is likely a code error on your part, show a sample here if you still have trouble.
3. The camera is shaking because you moved way too far from 0,0,0. You will need to limit the size of your world....scale the world and the speed down...alot.
Edit: world size is 32000.0 to 32000.0

Camera shake happens because of the way how floats are represented in binary, check Wikipedia (http://en.wikipedia.org/wiki/Floating_point). To avoid this, you need to keep your camera at (0,0,0) and move the rest you your scene, just like Hemlos said. But keep in mind, that this only works, if you really do not move the camera, but the world. If you just try to fake it, by drawing you object wit objectposcamerapos, than you will still have shakes!
The 3D ES do not do this, so it shakes too. To get rid of the shakes it would need a complete rewrite of some parts. Im thinking about implementing this in my smaller libESL, but this would be a bit work and have some side effects, so i have not done it yet.

Quaternions are obsolete math, due to modernized vector math.
Not trying to flame, but ive been learning a bit of math lately and have been checking on a few things around the forums too.
This reply might solve more than one issue on multiple threads...so ill just say it here in the sticky one...
I think i found a slight issue in the math and might know how to fix some issues.
Make it known that this same problem is on multiple threads in multiple libraries.
Sidenote: OTHER libs, Magnitude is not correct, this quat lib one is fine.
Here, In the normalize function....the output is always less than one...almost half even. eg V = <1
Normalizing, mathematically speaking(for everything else to function properly), the math requires a normalized vector to have the magnitude of 1. eg. V = 1
unit vector = vector * ( 1 / mag )
as opposed to
unit vector = vector * mag
as it were.
That said, you can make a scalar function too....instead of 1 / mag make it Value# / mag, after you normalize V = 1
This will set the absolute size of the vector, no need to scale it up of divide it down.
However, those 2 scaling functions(scalar divide and multiply) are also possible, as well.....though this math is obsolete.
At least update the normalize function, so we got it right.
Love ya Ian, and thanks for such an awesome lib!
PS. if anyone has vector math libs( a couple of you), check your magnitudes, and normalizing again...itll fix crashes, divisions of zero, collapsing numbers, the need for a "solution", and no need for tolerances of numbers, nor rounding the precision, etc etc etc!

Your very welcome Hemlos! ;)
TBH I totally forgot about this. Quaternions are still relevant, esp. for interpolation of spherical angles but yes most people just use them just for that and do the rest of the stuff in vectors or matrices and only converting from and to a quat as needed.