I'm trying to create mini application which rotates camera around a cube with movement of mouse. It works perfectly on Rotating around Y axis, but I have a problem with rotating around X axis. When I continuously move my mouse upwards, cube starts to rotate on positive X direction. After some time, it reverses it's rotation direction and starts rotating on negative X direction, then after some time, again rotates on positive X direction. I want to make it rotate around Positive X as far as I move my mouse upwards. What is the problem here?
Cube is positioned on the center of coordinate system. Projection is perspective:
Edit: Here is the video related to problem: https://youtu.be/997ZdUM8fcQ
vec4 eye;
vec4 at;
vec4 up;
GLfloat mouseX = -1;
GLfloat mouseY = -1;
// Bound to glutPassiveMotionFunc
void mouse(int x, int y) {
// This rotation works perfect, cube rotates on same direction continuously as far as I move the mouse left or right
GLfloat acceleration_x = mouseX - x;
eye = RotateY(acceleration_x / 10.f) * eye;
mouseX = x;
// This rotation doesn't work properly, after some time, cube's rotation direction inverses
GLfloat acceleration_y = mouseY - y;
eye = RotateX(acceleration_y / 10.f) * eye;
mouseY = y;
// This part teleports pointer to opposite side of window after reaching window bounds
if (x >= 1364) {
glutWarpPointer(1, y);
mouseX = 1;
}
else if (x <= 0) {
glutWarpPointer(1363, y);
mouseX = 1363;
}
if (y >= 751) {
glutWarpPointer(x, 3);
mouseY = 3;
}
else if (y <= 2) {
glutWarpPointer(x, 750);
mouseY = 750;
}
}
void display( void )
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
vec4 up( 0.0, 1.0, 0.0, 0.0 );
mat4 model_view = LookAt( eye, at, up );
glUniformMatrix4fv( ModelView, 1, GL_TRUE, model_view );
glDrawArrays( GL_TRIANGLES, 0, NumVertices );
glutSwapBuffers();
}
// Bound to glutTimerFunc
void timer( int id )
{
glutPostRedisplay();
glutTimerFunc(1000.f/60.f, timer, 0);
}
int main( int argc, char **argv )
{
......
......
eye = vec4(0, 0, 2, 0);
at = vec4(0, 0, 0, 0);
up = vec4(0.0, 1.0, 0.0, 0.0);
.....
.....
}