I need to extract the transform matrix from my camera to assign it to a mesh.
I'm working in a computational graphics project in school, the objective is to simulate the arms of a character in first person perspective.
My camera implementation includes a vector3 for the camera position, so i can assign that to my mesh, the problem is that i can't extract the rotation of the camera from my view matrix yet.
I calculate my final pitch and yaw in the rotation function this way, x and y are the current mouse position in the screen
m_yaw += (x - m_mouseLastPosition.x) * m_rotateSpeed;
m_pitch -= (y - m_mouseLastPosition.y) * m_rotateSpeed;
This is how i update the view matrix when it changes
glm::vec3 newFront;
newFront.x = -cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
newFront.y = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
newFront.z = sin(glm::radians(m_pitch));
m_front = glm::normalize(newFront);
m_right = glm::normalize(glm::cross(m_front, m_worldUp));
m_up = glm::normalize(glm::cross(m_right, m_front));
m_viewMatrix = glm::lookAt(m_position, (m_position + m_front), m_up);
Right now I can assign the position of the camera to my mesh, like this
m_mesh.m_transform = glm::translate(glm::mat4(1.0f), m_camera.m_position);
I can assign the camera position successfully, but not rotation.
What i expect is to assign the full camera transform to my mesh, or to extract the rotation independently and assign it to the mesh after.
Thank you so much for your answers, they helped a lot.
I managed to solve my problem in a very simple way, i just had to directly assign the final transform to my mesh using the separate properties of my camera.
glm is so new to me, i wasn't familiar with the way it handles matrix multiplications.
The final code takes a translation matrix with the camera position, then i rotated the resulting matrix in the Y axis with my pitch and finaly the resulting one rotates in the X axis with my yaw.
m_mesh.m_transform = glm::rotate(glm::rotate(glm::translate(glm::mat4(1.0f), camera.m_position), glm::radians(-camera.m_yaw), glm::vec3(0.0f, 1.0f, 0.0f)), glm::radians(-camera.m_pitch), glm::vec3(1.0f, 0.0f, 0.0f));