Reputation: 1
Hello so i am attempting to use a mouse function to move the perspective of gluLookAt to no luck so far i have attempted to adjust upX and upY based off of the mouse position however I want the program to be able to do an entire 360 rotation around the object based on the mouse movement and would like it to stop when the mouse movement in the window stops. Any help would be appreciated I am still learning
#include <iostream>
#include <math.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
float posX=4, posY=6, posZ=5, targetX=0, targetY=0, targetZ=0, upX=0, upY=1, upZ=0;
void display() {
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, 4.0/3.0, 1, 40);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(posX, posY, posZ, targetX, targetY, targetZ, upX, upY, upZ);
glColor3f(1.0, 1.0, 1.0);
glutWireTeapot(1.5);
glBegin(GL_LINES);
glColor3f(1, 0, 0); glVertex3f(0, 0, 0); glVertex3f(10, 0, 0);
glColor3f(0, 1, 0); glVertex3f(0, 0, 0); glVertex3f(0, 10, 0);
glColor3f(0, 0, 1); glVertex3f(0, 0, 0); glVertex3f(0, 0, 10);
glEnd();
glFlush();
}
void usage(){
std::cout<< "\n\n\
q,Q: Quit\n\n" ;
std::cout.flush();
}
void onMouseMove(int x, int y)
{
posX = x*cos(posY) + PosY*sin(PosX)*sin(yRot) - dz*cos(xRot)*sin(yRot)
glutPostRedisplay();
}
void KeyboardFunc (unsigned char key, int eyeX, int eyeY)
{
switch (key)
{
case 'q':
case 'Q':
exit(0);
break;
}
glutPostRedisplay();
}
void init()
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glColor3f(1.0, 1.0, 1.0);
usage();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(300,250);
glutInitWindowSize(800, 600);
glutCreateWindow("Final");
init();
glutDisplayFunc(display);
glutPassiveMotionFunc(&onMouseMove);
glutKeyboardFunc(&KeyboardFunc);
glutMainLoop();
}
Upvotes: 0
Views: 661
Reputation: 5797
If you want to implement an arcball camera, and you want to do it with the fixed-function pipeline matrix stack, it'd actually be simpler to not use gluLookAt()
but glRotate/glTranslate
, like so:
glTranslatef(0f, 0f, -radius);
glRotatef(angX, 1f, 0f, 0f);
glRotatef(angY, 0f, 1f, 0f);
glTranslatef(-targetX, -targetY, -targetZ);
where radius
is the distance of the "camera" to the viewed point, angX
is the angle around the X axis, angY
the angle around the Y axis and (targetX, targetY, targetZ)
is the position of the viewed point (your targetX/Y/Z
).
You don't have to compute sin/cos
yourself (it is computed by glRotatef
) and all you have to do is set/increase angX
and angY
in your motion function.
Upvotes: 2