Camera view in racing game

Hello Guys! Trying to make a racing game, and i have some problems with the camera view.

I want the camera to follow the object (car), but i cant get it to move along with the car. Right now the car can move, and rotate. The car and the camera is rotating on the same time, but unfortunatly not around the car. So when the up key is pressed, the car moves - But the camera doesnt come along.

Can anybody see how to do this?

Best Regards Michael

The code are as following:

const std::string baseDir="…/";
using namespace glm;

// FUNCTIONS
void clear(float,float,float,float);
void displayWin();
void reshapeWin(int,int);
void keyBorardFunc(unsigned char,int,int);
void idle();
void init();
void loadCar(int carNr);
// GLOBAL VARIABLES
Light light(vec3(0.0f,2.0f,10.0f));
Camera *camera;

std::map<std::string,Shader*> shaders;
std::map<std::string,Car*> cars;
Scenario *scenario;
float ang=0;
vector<int> carsList={9};
mat4 moveCar(1.0f);
int gkey=0;
int speedKey=0;
int directionKey=0;
mat4 cM(1.0f);

void renderCar(int carNr)
{
shaders[“car”]->use(true);
GLuint program=shaders[“car”]->getProgram();

char key[50];
sprintf(key,"car%d",carNr);

mat4 Model = cars[key]-&gt;modelMatrix;
Model = glm::rotate(mat4(1.0f),ang,glm::vec3(0.0,1.0,0.0))*moveCar;

vec4 v=Model*vec4(0.0f,0.0f,0.0f,1.0f);
camera-&gt;lookAtPos=vec3(v.x,v.y,v.z);

camera-&gt;update();

light.loadToShader(program);
camera-&gt;loadToShader(program,Model);

cars[key]-&gt;draw(shaders["car"]);

}

void renderScene()
{

shaders["scenario"]-&gt;use(true);
GLuint program=shaders["scenario"]-&gt;getProgram();

mat4 Model = scenario-&gt;modelMatrix;
Model = glm::rotate(Model,ang,glm::vec3(0.0,1.0,0.0));

light.loadToShader(program);
camera-&gt;loadToShader(program,Model);

scenario-&gt;draw(shaders["scenario"]);

}

void displayWin()
{
clear(0.22,0.22,0.22,1.0);
shaders[“car”]->reloadShader();
shaders[“scenario”]->reloadShader();

	switch(speedKey) 
{
case GLUT_KEY_UP :
		moveCar = glm::translate(moveCar,vec3(0.0,0.0,0.2));
		v2=vec3(0.0,0.0,0.2);
		v=vec4(v2.x,v2.y,v2.z,1.0);
		v=v*cM;
		v2=vec3(v.x,v.y,v.z);
		camera-&gt;eyePos=v2;
		break;
case GLUT_KEY_DOWN :
		moveCar = glm::translate(moveCar,vec3(0.0,0.0,-0.2));
		break;
}
vec3 v2;
vec4 v;
switch(directionKey) 
{
case GLUT_KEY_LEFT :
		cM = glm::rotate(cM,-3.1415f/200.0f,glm::vec3(0.0,1.0,0.0));
		v2=vec3(0.0f,5.0f,-10.0f);
		v=vec4(v2.x,v2.y,v2.z,1.0);
		v=v*cM;
		v2=vec3(v.x,v.y,v.z);
		camera-&gt;eyePos=v2;

		moveCar = glm::rotate(moveCar,3.1415f/200.0f,glm::vec3(0.0,1.0,0.0));
		break;
case GLUT_KEY_RIGHT :
		cM = glm::rotate(cM,3.1415f/200.0f,glm::vec3(0.0,1.0,0.0));
		v2=vec3(0.0f,5.0f,-10.0f);
		v=vec4(v2.x,v2.y,v2.z,1.0);
		v=v*cM;
		v2=vec3(v.x,v.y,v.z);
		camera-&gt;eyePos=v2;

		moveCar = glm::rotate(moveCar,-3.1415f/200.0f,glm::vec3(0.0,1.0,0.0));
		break;
}

for (int carNr: carsList)
{
	renderCar(carNr);
}

renderScene();

static float lastTime=std::clock();
static int frameN=0;
frameN++;
if (frameN%50==0)
{

	float temp=(std::clock()-lastTime)/50.0/(double)CLOCKS_PER_SEC*1000;
	std::cout &lt;&lt; "Time per Frame = " &lt;&lt; temp &lt;&lt; std::endl;
	lastTime=std::clock();
}

// ang+=0.003;
glutSwapBuffers();

}

void init()
{
// Shader for all the cars
shaders[“car”] = new Shader(baseDir+“shaders/car.vs”, baseDir+“shaders/car.frag”);
// Shader for the scenario
shaders[“scenario”] = new Shader(baseDir+“shaders/scenario.vs”, baseDir+“shaders/scenario.frag”);

// Load the scenario mesh
scenario = new Scenario(baseDir+"3dModels/city3/city.obj");

// Load one car mesh
for (int carNr: carsList)
{
	loadCar(carNr);
}
// cars["car1"] = new Car(baseDir+"3dModels/car9/car.obj");
// cars["car1"]-&gt;setColor(vec4(0.67,0.48,0.0,1.0));
// cars["car1"]-&gt;modelMatrix = glm::rotate((cars["car1"]-&gt;modelMatrix),80.0f,glm::vec3(0.0f,1.0f,0.0f));

}

void processSpecialKeys(int key, int , int )
{
gkey=key;
switch( key )
{
case GLUT_KEY_UP:
case GLUT_KEY_DOWN:
speedKey=key;
case GLUT_KEY_RIGHT:
case GLUT_KEY_LEFT:
directionKey=key;
break;
}
std::cout << gkey << std::endl;
}

void keyBoardUp( int key, int x, int y )
{
switch( key )
{
case GLUT_KEY_UP:
case GLUT_KEY_DOWN:
speedKey=0;
break;
case GLUT_KEY_RIGHT:
case GLUT_KEY_LEFT:
directionKey=0;
break;
}
gkey=0;
}

void keyBorardFunc(unsigned char key, int, int)
{
switch(key)
{
case 27:
case ‘q’:
glutLeaveMainLoop();
break;
}
glutPostRedisplay();
}

int main(int argc, char *argv[])
{
int wWidth=720;
int wHeight=480;

const char windowName[]="window";
glutInit(&argc, argv);
glutInitWindowSize(wWidth,wHeight);
glutInitWindowPosition(10,10);
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutCreateWindow(windowName);

glEnable(GL_DEPTH_TEST); 
// glEnable(GL_BLEND);
glAlphaFunc ( GL_GREATER, 0.5 ) ;
glEnable ( GL_ALPHA_TEST ) ;
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

camera = new Camera(vec3(0.0f,5.0f,-10.0f),vec3(0.0,0.0,0.0),wWidth,wHeight);

GLenum err = glewInit();
if (err != GLEW_OK)
{
	std::cerr &lt;&lt; "Error: " &lt;&lt; glewGetErrorString(err) &lt;&lt; std::endl;
	return 1;
}
init();
glutDisplayFunc(displayWin);
glutReshapeFunc(reshapeWin);
glutIdleFunc(idle);
glutKeyboardFunc(keyBorardFunc);
glutSpecialFunc(processSpecialKeys);
glutSpecialUpFunc(keyBoardUp);
glutMainLoop();

return 0;

}