I am trying to move a camera in a 3d space. So far I have had success in moving and rotating the camera using this code:
void specialKeyHandler(int key, int x, int y) {
float fraction = 0.05f;
switch (key) {
case GLUT_KEY_LEFT :
camAngle -= 0.01f;
lX = sin(camAngle);
lZ = -cos(camAngle);
break;
case GLUT_KEY_RIGHT :
camAngle += 0.01f;
lX = sin(camAngle);
lZ = -cos(camAngle);
break;
case GLUT_KEY_UP :
iX += lX * fraction;
iZ += lZ * fraction;
break;
case GLUT_KEY_DOWN :
iX -= lX * fraction;
iZ -= lZ * fraction;
break;
default:
break;
}
}
Of course I have these variables defined. lX, lY, lZ are for LookAt variables and iX, iY and iZ are for camera's eye.
The camera moves as required, but now I want to attach an object on the "camera's eye" which shall move with the camera. Just like a Weapon in a FPS game.
This is what I have for that:
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawEarth();
drawWalls();
glColor3f(255,0,0);
glPushMatrix();
glTranslatef(iX+0.05,iY, iZ-0.05);
glRotatef(camAngle, 0,1,0);
glutWireCone(0.005,0.1,20,20); // object to go with camera
glPopMatrix();
glutSwapBuffers();
}
This code currently does bind the object with the camera while moving up and down. But when I rotate the camera by pressing left and right keys, object stays there and camera moves on its own..
Any solution?
Here's the full opengl code, if anyone wants to run:
#include <GL/glut.h>
#include<iostream>
#include<math.h>
using namespace std;
void display(void);
void reshape(int, int);
void mouseHandler(int button, int state, int x, int y);
void keyBoardHandler(unsigned char c, int x, int y);
void specialKeyHandler(int key, int x, int y);
float angle = 0;
bool camDefault = true, perspectiveOrtho = true;
float iX =0 , iY = -0.8, iZ = 0, lX = 0, lY = -0.8, lZ = -1, uX = 0, uY = 1, uZ = 0;
float camAngle = 0;
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitWindowSize(512, 512);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow("FPS Camera");
glutDisplayFunc(display);
glutIdleFunc(display);
//look from negative x axis towards origin. with y on top
glutReshapeFunc(reshape);
glEnable(GL_DEPTH_TEST);
glClearColor(0,0,0,1);
glutMouseFunc(mouseHandler);
glutKeyboardFunc(keyBoardHandler);
glutSpecialFunc(specialKeyHandler);
glutMainLoop();
return 0;
}
void drawEarth() {
glColor3f(0,255,0);
glBegin(GL_QUADS);
glVertex3f(-1,-1,-1);
glVertex3f(-1,-1,1);
glVertex3f(1,-1,1);
glVertex3f(1,-1,-1);
glEnd();
}
void drawWalls() {
glColor3f(0,0,255);
glBegin(GL_QUADS);
glVertex3f(-1,-1,-1);
glVertex3f(-1,-1,1);
glVertex3f(-1,1,1);
glVertex3f(-1,1,-1);
glEnd();
glColor3f(0,234,255);
glBegin(GL_QUADS);
glVertex3f(-1,-1,1);
glVertex3f(-1,1,1);
glVertex3f(1,1,1);
glVertex3f(1,-1,1);
glEnd();
}
float unitVector(float dir, float x, float y, float z) {
float sumSqr = pow(x,2) + pow(y,2) + pow(z,2);
return dir / (sqrt(sumSqr));
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawEarth();
drawWalls();
glColor3f(255,0,0);
glPushMatrix();
glTranslatef(iX+0.05,iY, iZ-0.05);
glRotatef(camAngle, 0,1,0);
glutWireCone(0.005,0.1,20,20);
glPopMatrix();
glutSwapBuffers();
}
void reshape(int width, int height)
{
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90,1, 0.001, 1000);
gluLookAt(iX,iY,iZ,iX+lX,lY,iZ+lZ,uX,uY,uZ);
glMatrixMode(GL_MODELVIEW);
}
void updateLookAt() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective (90, 1 ,0.001, 1000);
gluLookAt(iX,iY,iZ,iX+lX,lY,iZ+lZ,uX,uY,uZ);
glMatrixMode(GL_MODELVIEW);
}
void keyBoardHandler(unsigned char c, int x, int y) {
switch(c) {
case 'f': // go left
iX-=0.01;
lX -= 0.01;
cout<<endl<<"S pressed";
break;
case 's': // go right
iX += 0.01;
lX += 0.01;
break;
case 'e': // go up
iZ += 0.01;
lZ += 0.01;
break;
case 'd': // go down
iZ -= 0.01;
lZ -= 0.01;
break;
default:
break;
}
updateLookAt();
}
void mouseHandler(int button, int state, int x, int y) {
if(button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) {
if(camDefault) {
glLoadIdentity();
gluLookAt(-1,0,0,0.0,0.0,0.0,0.0,1,0);
camDefault = false;
}
else {
glLoadIdentity();
gluLookAt(0,0,0,0.0,0.0,0.0,0.0,1,0);
camDefault = true;
}
}
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(perspectiveOrtho) {
gluPerspective (90, 1 ,0.00001, 1000);
perspectiveOrtho = false;
}
else {
glOrtho(-1,1,-1,1, -1,100);
perspectiveOrtho = true;
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if(camDefault)
gluLookAt(0,0,1,0.0,0.0,0.0,0.0,1,0);
else
gluLookAt(-1,0,0,0.0,0.0,0.0,0.0,1,0);
}
}
void specialKeyHandler(int key, int x, int y) {
float fraction = 0.05f;
switch (key) {
case GLUT_KEY_LEFT :
camAngle -= 0.01f;
lX = sin(camAngle);
lZ = -cos(camAngle);
break;
case GLUT_KEY_RIGHT :
camAngle += 0.01f;
lX = sin(camAngle);
lZ = -cos(camAngle);
break;
case GLUT_KEY_UP :
iX += lX * fraction;
iZ += lZ * fraction;
break;
case GLUT_KEY_DOWN :
iX -= lX * fraction;
iZ -= lZ * fraction;
break;
default:
break;
}
updateLookAt();
}