here's my problem: I'm making a pool game in android and I want to make the camera rotate freely around the center of the table. The thing is that when I stop my movement it looks like the glulookat resets itself because I only see the same thing ver and over again. If somebody knows a way on how to solve this or another way to do what I watn to do i'd be REALLY appreciated
This is my renderer class:
public void onDrawFrame(GL10 gl) {
// Redraw background color
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Set GL_MODELVIEW transformation mode
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity(); // reset the matrix to its default state
// Screen position to angle conversion
theta = (float) ((360.0/screenHeight)*mMoveY*3.0); //3.0 rotations possible
phi = (float) ((360.0/screenWidth)*mMoveX*3.0);
// Spherical to Cartesian conversion.
// Degrees to radians conversion factor 0.0174532
eyeX = (float) (r * Math.sin(theta/**0.0174532*/) * Math.sin(phi/**0.0174532*/));
eyeY = (float) (r * Math.cos(theta/**0.0174532*/));
eyeZ = (float) (r * Math.sin(theta/**0.0174532*/) * Math.cos(phi/**0.0174532*/));
// Reduce theta slightly to obtain another point on the same longitude line on the sphere.
eyeXtemp = (float) (r * Math.sin(theta/**0.0174532*/-dt) * Math.sin(phi/**0.0174532*/));
eyeYtemp = (float) (r * Math.cos(theta/**0.0174532*/-dt));
eyeZtemp = (float) (r * Math.sin(theta/**0.0174532*/-dt) * Math.cos(phi/**0.0174532*/));
// Connect these two points to obtain the camera's up vector.
upX=eyeXtemp-eyeX;
upY=eyeYtemp-eyeY;
upZ=eyeZtemp-eyeZ;
// Set the view point
GLU.gluLookAt(gl, eyeX, eyeY, eyeZ, 0,0,0, upX, upY, upZ);
and here's my onTouch method in my activity class:
public boolean onTouchEvent(MotionEvent e) {
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
// reverse direction of rotation above the mid-line
/*if (y > getHeight() / 2) {
dx = dx * -1 ;
}
// reverse direction of rotation to left of the mid-line
if (x < getWidth() / 2) {
dy = dy * -1 ;
}*/
mRenderer.mMoveX = dx * TOUCH_SCALE_FACTOR/100;
mRenderer.mMoveY = dy * TOUCH_SCALE_FACTOR/100;
requestRender();
}
mPreviousX = x;
mPreviousY = y;
return true;
}