servicable pan-move-rotate

This commit is contained in:
2025-08-21 12:34:26 -05:00
parent fdeca27b1b
commit 1c4493a509

View File

@@ -4,6 +4,7 @@
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/vector_float3.hpp>
#include <glm/matrix.hpp>
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
@@ -82,27 +83,27 @@ static bool scroll_pressed = false;
static double prev_cursor_x, prev_cursor_y;
static double theta = 0.0; // angle of camera trans vect wrt x-z plane
static double phi = 0.0; // angle of camera trans vect wrt x-axis
static double phi = glm::radians(270.0); // angle of camera trans vect wrt x-axis
static glm::vec3 camera_loc = glm::vec3(0, 0, 2);
static glm::vec3 focal_point = glm::vec3(0, 0, 0);
static glm::vec3 camera_loc = glm::vec3(0, 0, -1);
static glm::vec3 up = glm::vec3(0, 1, 0);
static glm::mat4 camera_t = glm::lookAt(camera_loc, focal_point, up);
static glm::mat4 world_to_camera = glm::lookAt(camera_loc, focal_point, up);
static glm::vec4 strafe_x = camera_t[0];
static glm::vec4 strafe_y = camera_t[1];
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
float dx = (xpos - prev_cursor_x);
float dy = (ypos - prev_cursor_y);
strafe_x = camera_t[0];
strafe_y = camera_t[1];
glm::mat4 camera_to_world = glm::inverse(world_to_camera);
glm::vec4 strafe_x = camera_to_world[0];
glm::vec4 strafe_y = camera_to_world[1];
prev_cursor_x = xpos;
prev_cursor_y = ypos;
if (mouse_pressed) {
phi += dx / width * glm::radians(360.0);
theta += dy / height * glm::radians(360.0);
phi += glm::radians(dx * (360/width));// * glm::radians(360.0);
theta += glm::radians(dy * (360/height));// * glm::radians(360.0);
double len = glm::length(camera_loc - focal_point);
camera_loc.x = focal_point.x + (len * glm::cos(theta) * glm::cos(-phi));
camera_loc.y = focal_point.y + (len * glm::sin(theta));
@@ -115,7 +116,7 @@ static void cursor_position_callback(GLFWwindow* window, double xpos, double ypo
camera_loc += move_vec;
}
camera_t = glm::lookAt(camera_loc, focal_point, up);
world_to_camera = glm::lookAt(camera_loc, focal_point, up);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
@@ -125,20 +126,15 @@ void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
if (button == GLFW_MOUSE_BUTTON_MIDDLE) {
scroll_pressed = action == GLFW_PRESS;
strafe_x = camera_t[0];
strafe_y = camera_t[1];
}
glfwGetCursorPos(window, &prev_cursor_x, &prev_cursor_y);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
glm::vec4 k = camera_t[2];
float d = yoffset;
camera_loc += k * (d / 10 * glm::max(glm::length(camera_loc), 1.0f));
camera_t = glm::lookAt(camera_loc, focal_point, up);
glm::vec3 k = camera_loc - focal_point;
camera_loc -= k * (float)yoffset / 10.0f;
world_to_camera = glm::lookAt(camera_loc, focal_point, up);
}
bool glfw_setup() {
@@ -187,7 +183,7 @@ int main() {
glfwSwapBuffers(window); // front buffer is now back
glClear(GL_COLOR_BUFFER_BIT); // Write to back buffer again (former front buf)
/* body b;
body b;
assert(load_body(&b, "Icosphere.obj"));
b.shader = shader;
b.pose = glm::translate(b.pose, glm::vec3(5, 5, 5));
@@ -195,7 +191,7 @@ int main() {
body b2;
create_new_sphere(&b2);
b2.color = glm::vec4(0, 0.5, 0, 1);*/
b2.color = glm::vec4(0, 0.5, 0, 1);
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// set_uniform(shader, "color", glm::vec4 { sin(time), sin(time + glm::radians(45.0f)), sin(time +
@@ -213,11 +209,11 @@ int main() {
while (!glfwWindowShouldClose(window)) {
process_input();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
set_uniform(shader, "camera_t", camera_t);
set_uniform(shader, "camera_t", world_to_camera);
set_uniform(shader, "projection_t", projection_t);
/*draw_body(b);
draw_body(b2);*/
draw_body(b);
draw_body(b2);
pthread_mutex_lock(&lock);