23. OpenGL Camera Part 2
Posted on : 25-03-2010 | By : Swiftless | In : OpenGL
Tags: camera, OpenGL, programming, tutorial
2
In this opengl camera tutorial you will learn how to incorporate
the mouse using the glut mouse functions, to move our opengl camera like in a first person shooter, along with how to implement the strafe (sideways movement) you see in these games also.
To add the strafe we use:
if (key==’d')
{
float yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xpos += float(cos(yrotrad)) * 0.2;
zpos += float(sin(yrotrad)) * 0.2;
}
if (key==’a')
{
float yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xpos -= float(cos(yrotrad)) * 0.2;
zpos -= float(sin(yrotrad)) * 0.2;
}
You can see that I have simply flipped the cos and sin functions
and set both the xpos and zpos to either a negative or a positive
Now the mouse is a little easier as it uses no trigonometry.
We have to add a function which I have called: mouseMovement
void mouseMovement(int x, int y) {
int diffx=x-lastx; //check the difference between the current x and the last x position
int diffy=y-lasty; //check the difference between the current y and the last y position
lastx=x; //set lastx to the current x position
lasty=y; //set lasty to the current y position
xrot += (float) diffy; //set the xrot to xrot with the addition of the difference in the y position
yrot += (float) diffx;// set the xrot to yrot with the addition of the difference in the x position
}
To get GLUT to register the mouse movements, we call the line:
glutPassiveMotionFunc(mouseMovement);
to see where the mouse is when no mouse button is pressed and call
any functions within our mouseMovement function.
And that does it…
You now know how to add a strafe movement and mouse view.
The next camera tutorial will have lean, jump and duck effects.
If you have any questions, email me at swiftless@gmail.com
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Hello,
I am working on a project that involves being able to walk around a scene using the asdw keys and looking around using the arrow keys. I just recently added lighting effects to the mix. I also have a variable ‘mode’ that determines whether the scene is viewed in orthogonal mode or perspective mode. In orthogonal mode, I not able to change the position of the camera or eye (however you wanna think of it). You can only walk around in the perspective mode. When in orthogonal mode, the lighting effects work. But as soon as I switch to perspective mode, it is as if I never applied the lighting effects. The global ambiance is back and light intensities do not change. Would you have any insight as to why this would be happening. I was wondering if it had anything to do with the specific method you used to create the first person perspective as opposed to using something like gluLookAt(). Thanks
Bonjour,
D’abord je vous remercie sur votre code qui’est vraiment intéressant, et qui m’a aidé vraiment.
Pourriez vous faire un autre tutorial sur linteraction multitouch avce glut et opengl.
et merci