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Whether the user is navigating a starship or examining a model of the DNA helix, your first-person 3D application must allow user control of the camera movements in a scene. You must keep changing the camera's position and orientation in response to what the user wants to see. Here you'll learn how to create those camera movements and handle the user's directions. As part of the bargain, you'll even get a refresher course in the associated geometry.
Letting the user control the movement of the camera (and thus the view) is critical to first-person interactive 3D games and extremely useful in 3D modeling systems. Through QuickDraw 3D's camera functions and supporting mathematical functions, you can create game controls that direct the position and orientation of a camera. In general, game controls take user input from any input device and control the camera in ways that emulate movements of players, such as people or aircraft. Game controls are useful for any type of 3D viewer application, including 3D Internet browsers.
You'll start your career as a camera operator by learning about the basic moves you can make with the camera. Then you'll create the various camera movements, keep the camera movements smooth, and translate user inputs to move the camera. The sample code (which is provided on this issue's CD) is a 3D viewer application with camera movements activated by the keyboard or the mouse. In all of the code, the geometry has been kept as simple as possible, but if you need to brush up, you'll find a refresher course on calculating points and vectors in 3D space.
For an overview of QuickDraw 3D, turn to "QuickDraw 3D: A New Dimension for Macintosh Graphics" in develop Issue 22. That article discusses topics like reading models, using a viewer, creating a camera, and managing documents that have 3D information. To learn more about those and related topics, see the list of recommended reading at the end of this article.
Figure 1. Ground movements
You can also go airborne with a variety of camera movements. These fancier camera moves are changes that might be typical of an aircraft. They include ascending and descending (moving upward and downward), pitching (tilting) up and down, and rolling (tilting) left and right. Figure 2 illustrates these moves.
Figure 2. Air movements
Now to the fun part -- let's get that camera moving! What you must do to achieve the previously described camera movements, both ground and air, involves some geometry. If you're like most of us and have forgotten your 3D geometry, see "3D Geometry 101" for a refresher course. The 3D geometry for our camera moves is quite simple; it will stick to the kinds of calculations illustrated in "3D Geometry 101."
First, let's take a look at our world. In Figure 3, we have an object in the world coordinate system and a camera looking at the object. The camera has its own coordinate system defined by its location (in world coordinates), up vector, and point of interest.
Figure 3. Our world
A point is represented in 3D space by x, y, and z values in a coordinate system. A vector is a magnitude (length) and direction; it's represented by an initial point (usually the origin of the coordinate system) and a final point {x, y, z}. Figure 4 illustrates a point and a vector in 3D space.
Figure 4. A point and a vector in 3D space
To add a vector and a point, you place the vector's initial point on that point (keeping the vector's direction and magnitude). The new final point of the moved vector is the point resulting from the addition. (See Figure 5.)

Figure 5. Adding a vector and a point
To subtract a vector from a point, you place the vector's final point on that point (keeping the vector's direction and magnitude). The new initial point of the moved vector is the result (Figure 6).
Figure 6. Subtracting a vector from a point
To create a vector between two points, you subtract the vectors defined by the points (called position vectors). To do this, you first reverse (turn around) the second vector and place its initial point on the final point of the first vector. Then you make a new vector from the first vector's initial point to the second vector's new final point. This new vector has the direction and magnitude of the vector between the two points (Figure 7).

Figure 7. Creating a vector between two points
A translation of a point or a vector by Tx, Ty, and Tz values moves the point or the vector by adding the T values to its own values (Figure 8).
Figure 8. Translating a point or a vector by T
In Figure 8, the translation value T is really from the translation part of a transformation matrix. A transformation matrix is used to transform a point or a vector by translation, rotation, and scaling. The transformation matrix you use is 4 x 4 -- with the upper-left 3 x 3 portion acting as the rotation matrix, the bottom-left 1 x 3 portion acting as the translation matrix, and the top-left to bottom-right diagonal of the rotation matrix acting as the scaling matrix. The following transformation matrix has elements labeled for translation (T), rotation (R), and scaling (S). The fourth column is ignored for simplicity.

When you apply a transformation to a point or a vector, you multiply by the matrix, as in the following formula for our point {x, y, z} and a transformation matrix:
[{Sx*R0,0*x + R1,0*y + R2,0*z + Tx},
{R0,1*x + Sy*R1,1*y + R2,1*z + Ty},
{R0,2*x + R1,2*y + Sz*R2,2*z + Tz}]
As you can see from this formula, if you only want the matrix to apply a translation (the T's), the 3 x 3 rotation matrix will be all 0's except for the scaling diagonal, which will be all 1's.
A rotation of a vector through an arbitrary angle about different axes will use various R elements (the 3 x 3 rotation matrix of the transformation matrix), depending on which axis you're rotating about. For rotations of [[theta]] about the x axis, you get the matrix

For rotations about the z axis, you get

And for rotations about the y axis, you get the following matrix:

So to apply a rotation about an axis, you simply multiply the appropriate rotation matrix by the vector. In Figure 9, the vector on the right is rotated 90deg. about the z axis in the {x, y} plane.
Figure 9. Rotating a vector about an axis
We'll be dealing with the vectors making up the camera's coordinate system for many of our movement functions, so let's keep these in our application's document structure. We'll keep the camera placement data there as well.
The document structure looks like this:
typedef struct _DocumentRecord {
...
TQ3Point3D cameraLocation;
TQ3Point3D pointOfInterest;
TQ3Vector3D xVector;
TQ3Vector3D yVector; // up vector
TQ3Vector3D zVector;
...
} DocumentRecord, *DocumentPtr;
The
first time we set up our camera, we'll set the values in our document to
correspond to the initial camera position. Then with each subsequent movement
of the camera, we'll update these fields. The initial camera data is
constructed by the code in Listing 1. In the function MyGetCameraData, we do
some of our geometric calculations to get the x and z vectors. We subtract the
two endpoints (the initial and final points) of the z vector to get that
vector. And we get the x vector by cross-multiplying the y and z vectors.
void MyGetCameraData(DocumentPtr theDocument,
TQ3CameraObject theCamera)
{
TQ3CameraPlacement cameraPlacement;
// Get the camera data.
Q3Camera_GetPlacement(theCamera, &cameraPlacement);
// Set the document's camera data.
theDocument->cameraLocation = cameraPlacement.cameraLocation;
theDocument->pointOfInterest = cameraPlacement.pointOfInterest;
theDocument->yVector = cameraPlacement.upVector;
// Calculate the x and z vectors and assign them to the document.
Q3Point3D_Subtract(&theDocument->pointOfInterest,
&theDocument->cameraLocation, &theDocument->zVector);
Q3Vector3D_Cross(&theDocument->zVector,
&theDocument->yVector, &theDocument->xVector);
}
After the fields in our document have been updated by some camera movement function, we'll want to reset the camera to that new data with the function MySetCameraData (Listing 2).
void MySetCameraData(DocumentPtr theDocument,
TQ3CameraObject theCamera)
{
TQ3CameraPlacement cameraPlacement;
// Set the camera placement data.
cameraPlacement.cameraLocation = theDocument->cameraLocation;
cameraPlacement.pointOfInterest = theDocument->pointOfInterest;
cameraPlacement.upVector = theDocument->yVector;
// Set the camera data to the camera.
Q3Camera_SetPlacement(theCamera, &cameraPlacement);
}
To move the camera along the z axis either forward or backward, we call the function MyMoveCameraZ (Listing 3). This function translates the camera location and point of interest by the given delta. Note that the associated z vector isn't changed.
void MyMoveCameraZ(DocumentPtr theDocument, float dZ)
{
TQ3ViewObject theView;
TQ3CameraObject theCamera;
TQ3Vector3D scaledVector;
TQ3Point3D newPoint;
// Get the view and the camera objects.
theView = theDocument->theView;
Q3View_GetCamera(theView, &theCamera);
// Scale the y vector to make it dY longer.
Q3Vector3D_Scale(&theDocument->yVector,
dY/Q3Vector3D_Length(&theDocument->yVector),
&scaledVector);
// Move the camera position and direction by the new vector.
Q3Point3D_Vector3D_Add(&theDocument->cameraLocation,
&scaledVector, &newPoint);
theDocument->cameraLocation = newPoint;
Q3Point3D_Vector3D_Add(&theDocument->pointOfInterest,
&scaledVector, &newPoint);
theDocument->pointOfInterest = newPoint;
// Set the updated camera data to the camera.
MySetCameraData(theDocument, theCamera);
// Update the view with the changed camera and dispose of the
// camera.
Q3View_SetCamera(theView, theCamera);
Q3Object_Dispose(theCamera);
}
Next, to rotate the camera right or left about the y axis, we call the function MyRotateCameraY (Listing 4). This function first creates a transformation matrix whose rotation matrix represents rotating about the y axis. It then transforms both the z and x vectors by that rotation (thus rotating those two vectors about the y axis). From the rotated z vector, we obtain the point of interest by adding the camera location to the vector.
void MyRotateCameraY(DocumentPtr theDocument, float dY)
{
TQ3ViewObject theView;
TQ3CameraObject theCamera;
TQ3Vector3D rotatedVector;
TQ3Matrix4x4 rotationMatrix;
// Get the view and the camera objects.
theView = theDocument->theView;
Q3View_GetCamera(theView, &theCamera);
// Create the rotation matrix for rotating about the y axis.
Q3Matrix4x4_SetRotateAboutAxis(&rotationMatrix,
&theDocument->cameraLocation, &theDocument->yVector, dY);
// Rotate the z vector about the y axis.
Q3Vector3D_Transform(&theDocument->zVector, &rotationMatrix,
&rotatedVector);
theDocument->zVector = rotatedVector;
// Rotate the x vector about the y axis.
Q3Vector3D_Transform(&theDocument->xVector, &rotationMatrix,
&rotatedVector);
theDocument->xVector = rotatedVector;
// Update the point of interest from the new z vector.
Q3Point3D_Vector3D_Add(&theDocument->cameraLocation,
&theDocument->zVector, &theDocument->pointOfInterest);
// Set the updated camera data to the camera.
MySetCameraData(theDocument, theCamera);
// Update the view with the changed camera and dispose of the
// camera.
Q3View_SetCamera(theView, theCamera);
Q3Object_Dispose(theCamera);
}
The real issue for us in viewing our camera movements is how smooth and fast those moves appear. The factors that determine how smoothly and quickly the moves work are the sizes (scales) of the deltas (the arguments to the movement functions) and the speed of the machine (and therefore the subsequent speed of the rendering loop). Adjusting for the speed of the machine is beyond the scope of this article.
The sizes of the deltas determine the size of the jumps taken by each camera movement. If the deltas are very small, the camera will move very slightly. And if these movements are repeated, the camera will appear to move slowly over time. If the deltas are large, the camera will appear to move fast.
If you move the camera too slowly, the movement will appear jumpy because the user will see the delays in rendering time. If you move the camera too fast, the movement will appear jumpy because, well, you're making the camera take big jumps. To find just the right speed, you need to experiment with the sizes of the deltas. The main thing to notice is that you should correlate the deltas to the size of the model.
Listing 5 shows how you might set up the delta multipliers (called factors
here) that are used to help control movement. From the model's bounding box,
the MyInitDeltaFactors function determines the size of the largest dimension.
This model size is then used to generate the various factors for different
movement functions. Since accelerating the movements (say, by a control key) is
quite useful, this function sets that up too.
void MyInitDeltaFactors(DocumentPtr theDocument)
{
TQ3BoundingBox viewBBox;
TQ3Vector3D diagonalVector;
float maxDimension;
// Get the bounding box and find the scene dimension.
MyGetBoundingBox(theDocument, &viewBBox);
Q3Point3D_Subtract(&viewBBox.max, &viewBBox.min,
&diagonalVector);
maxDimension = Q3Vector3D_Length(&diagonalVector);
// Now set the delta factors.
theDocument->xRotFactor = kXRotFactorBase * maxDimension;
theDocument->yRotFactor = kYRotFactorBase * maxDimension;
theDocument->zRotFactor = kZRotFactorBase * maxDimension;
theDocument->xMoveFactor = kXMoveFactorBase * maxDimension;
theDocument->yMoveFactor = kYMoveFactorBase * maxDimension;
theDocument->zMoveFactor = kZMoveFactorBase * maxDimension;
// Set up the control factor.
theDocument->controlFactor = kControlFactorBase * maxDimension;
}
To take input from the keyboard or the mouse, or both, we don't do anything unusual. For the keyboard, we take the key-down events as they happen and determine whether any other keys were held down at the time of the event (for multiple key inputs). For the mouse, we just continually track it.
In both cases, the user can indicate movement along more than one dimension. For example, if moving the mouse forward means "forward" and moving the mouse left means a combination of "turn left" and "roll left," a mouse movement that's both forward and to the left is a combination of three camera movements.
Based on whether the user input is simple or complex, our code makes calls to the appropriate camera movement functions. In the case of the mouse, the speed of the mouse (the difference between the last position and the current position) is also used to adjust the deltas for the camera movement. Listing 6 shows the code used for mouse tracking, but without the error handling and some details of GWorlds and local coordinates (see this issue's CD for the full source code). Here we've hard coded the meanings of the different mouse movements and control keys for simplicity. Ideally, you would have this stored in preference data that the user can set.
void MyDoMouseMove(WindowPtr theWindow, EventRecord *theEvent)
{
DocumentPtr theDocument;
Point newMouse;
long dx, dy, oldX, oldY;
float xRot, yRot;
short usingControl = false;
// Get the document from the window.
theDocument = MyGetDocumentFromWindow(theWindow);
// Get the current mouse position.
GetMouse(&newMouse);
oldX = newMouse.h;
oldY = newMouse.v;
// If the control key is down, we're in depth mode.
if (theEvent->modifiers & controlKey)
usingControl = true;
// Loop, moving the camera while the mouse is down.
while (StillDown()) {
// Get the next mouse position.
GetMouse(&newMouse);
// Calculate the difference from the last mouse position.
dx = newMouse.h - oldX;
dy = oldY - newMouse.v;
// If there's some difference, move the camera.
if ((dx != 0) || (dy != 0)) {
// Calculate the rotation about the y axis (pan) and rotate.
yRot = ((float) dx * (kQPi / 180.0)) / theDocument->width;
MyRotateCameraY(theDocument,
-yRot * theDocument->yRotFactor);
// If the control key is down, move along the z axis;
// otherwise, rotate about the x axis.
if (usingControl) {
// Move the camera along the z axis
// (change in mouse's y).
MyMoveCameraZ(theDocument,
dy * theDocument->zMoveFactor);
} else {
// Calculate the rotation about the x axis (pitch) and
// rotate.
xRot = ((float) dy * (kQPi / 180.0)) /
theDocument->height;
MyRotateCameraX(theDocument,
xRot * theDocument->xRotFactor);
}
// Update the screen for each move.
MyUpdateScreen(theDocument);
}
// Set the current mouse position as the old mouse position for
// the next update.
oldX = newMouse.h;
oldY = newMouse.v;
}
}
Many other input devices are also applicable, especially 3D input devices. The proper way to handle such input devices is through the QuickDraw 3D Pointing Device Manager with its controllers and trackers. To use this approach, we would need to define a tracker for our camera and assign it to the available controllers. We would also change the camera movement functions so that they took deltas of both position and orientation. See the book 3D Graphics Programming With QuickDraw 3D and the Graphical Truffles column "Making the Most of QuickDraw 3D" in develop Issue 24 for more on controllers and trackers. (As of now, QuickDraw 3D doesn't have built-in controllers for the mouse and the keyboard, so this code handles them directly.)
However, if the time used for the rendering-rastering phase is minimal and the camera movements use a more significant percentage of the total time, there are a number of solutions. The ultimate efficiency solution is to avoid making any multiplications or divisions in the camera movements by using finite differencing techniques when calculating the moves. This strategy involves keeping more information about each intermediate change and making only the incremental calculations necessary for the next move. This approach is similar to operator reductions in compilers.
PHILIP MCBRIDE (mcbride@apple.com) is currently adding QuickDraw 3D and QuickTime VR to HyperCard 3.0. He used to spend time contemplating the meaning of the universe until he figured it out. Now he can be seen wandering the halls at Apple and mumbling something about needing more content. Lately, Philip has been looking into investing in anteaters after learning that a full 20% of the earth's biomass is made up of ants and termites. Just think about that overcrowding the next time someone says we don't need to invest in space travel.
Thanks to our technical reviewers Rick Evans, Richard Lawler, John Louch, Tim Monroe, Nick Thompson, and Dan Venolia.




