Alright, so I'm trying to click and drag to rotate around an object using C++ and OpenGL. The way I have it is to use gluLookAt centered at the origin and I'm getting coordinates for the eye by using parametric equations for a sphere (eyex = 2* cos(theta) * sin(phi); eyey = 2* sin(theta) * sin(phi); eyez = 2* cos(phi);). This works mostly, as I can click and rotate horizontally, but when I try to rotate vertically it makes tight circles instead of rotating vertically. I'm trying to get the up vector by using the position of the camera and a vecter at a 90 degree angle along the x-z plane and taking the cross product of that. The code I have is as follows:
double dotProduct(double v1[], double v2[]) {
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
}
void mouseDown(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN ) {
xpos = x;
ypos = y;
}
}
void mouseMovement(int x, int y) {
diffx = x - xpos;
diffy = y - ypos;
xpos = x;
ypos = y;
}
void camera (void) {
theta += 2*PI * (-diffy/glutGet(GLUT_SCREEN_HEIGHT));
phi += PI * (-diffx/glutGet(GLUT_WINDOW_WIDTH));
eyex = 2* cos(theta) * sin(phi);
eyey = 2* sin(theta) * sin(phi);
eyez = 2* cos(phi);
double rightv[3], rightt[3], eyes[3];
rightv[0] = 2* cos(theta + 2/PI) * sin(phi);
rightv[1] = 0;
rightv[2] = 2* cos(phi);
rightt[0] = rightv[0];
rightt[1] = rightv[1];
rightt[2] = rightv[2];
rightv[0] = rightv[0] / sqrt(dotProduct(rightt, rightt));
rightv[1] = rightv[1] / sqrt(dotProduct(rightt, rightt));
rightv[2] = rightv[2] / sqrt(dotProduct(rightt, rightt));
eyes[0] = eyex;
eyes[1] = eyey;
eyes[2] = eyez;
upx = (eyey/sqrt(dotProduct(eyes,eyes)))*rightv[2] + (eyez/sqrt(dotProduct(eyes,eyes)))*rightv[1];
upy = (eyez/sqrt(dotProduct(eyes,eyes)))*rightv[0] + (eyex/sqrt(dotProduct(eyes,eyes)))*rightv[2];
upz = (eyex/sqrt(dotProduct(eyes,eyes)))*rightv[1] + (eyey/sqrt(dotProduct(eyes,eyes)))*rightv[0];
diffx = 0;
diffy = 0;
}
I am somewhat basing things off of this but it doesn't work, so I tried my way instead.