如何使用鼠标拖动事件 OpenGL(带透视投影)添加场景平移?

How to add a scene panning using mouse drag event OpenGL( with perspective projection)?

是否可以通过简单的鼠标事件实现场景平移(有点像我们在 gmaps 中获得的效果)?目前我有两个鼠标事件:

  1. 通过在 glTranslatef

    中更改 cRadius 来缩放鼠标滚轮
  2. 鼠标左键拖动旋转,在glRotatef中改变xrotyrot

    函数如下:

float xpos = 0, ypos = 0, zpos = 0, xrot = 0, yrot = 0, zrot = 0, cRadius = 30.0f, lastx, lasty, lastz;

void mouseMovement(int x, int y)
{
    int diffx = x - lastx; 
    int diffy = y - lasty; 
    lastx = x;             
    lasty = y;  
    
    xrot += (float)diffy;  
    yrot += (float)diffx; 
}

和下面的鼠标按键初始化函数

void mouseFunc(int button, int state, int x, int y) 
{
    lastx = x;
    lasty = y;
}

是否可以使用与旋转相同的逻辑来启用平移功能,例如替换 xrotyrot glTranslatef 中有不同的变量(如果不是应该在哪里应用翻译)?下面是我的显示功能以及重塑功能。我正在使用 glPerspective 而不是 glLookat

void display(void)
{
    glClearColor(0.0, 0.0, 0.0, 1.0);                   
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -cRadius);
    glRotatef(xrot, 1.0, 0.0, 0.0);
    glRotatef(yrot, 0.0, 1.0, 0.0); 
    glBegin(GL_LINES);      
      ------------
      ------
    glTranslated(-xpos, 0.0f, zpos);
    glutSwapBuffers();              
    glEnd();
}

鼠标函数已在主循环中调用

int OpenGL(int argc, char **argv) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(500, 500);
    glutInitWindowPosition(100, 100);
    glutCreateWindow("Window");
    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutMouseFunc(mouseFunc);
    glutMotionFunc(mouseMovement);
    glutReshapeFunc(reshape);
    glutMainLoop();
    return 0;
}

//整形

void reshape(int w, int h)
{
    glViewport(0, 0, (GLsizei)w, (GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60, (GLfloat)w / (GLfloat)h, 0.1, 500.0);
    glMatrixMode(GL_MODELVIEW);
}

透视投影平移取决于对象的深度。 (参见
幸运的是你了解几何学。它在视图 space 中由 cRadius 定义。

视图中的投影区域 space 与视图的 Z 坐标 space 之间的关系是线性的。这取决于视角和纵横比。
(另请参阅

标准化设备 space 中的投影尺寸可以通过以下方式转换为视图 space 中的尺寸:

aspect = w / h
tanFov = tan(fov_y * 2.0) * 2.0;

size_x = ndx_size_x * z_eye * tanFov * aspect;
size_y = ndx_size_y * z_eye * tanFov;

将其应用于您的代码:

#define _USE_MATH_DEFINES
#include <math.h>

float cRadius = 10.0f;
float fov_y = 60.0f;
float nearp = 0.1f;
float farp = 500.0f;
float width = 500.0f;
float height = 500.0f;

void mouseMovement(int x, int y)
{
    int diffx = x - lastx; 
    int diffy = y - lasty; 
    lastx = x;
    lasty = y;

    float ndc_x = diffx * 2.0f / width;
    float ndc_y = diffy * 2.0f / height;

    float aspect = width / height;
    float fov_rad = fov_y * M_PI / 180.0;
    float tanFov = tan(fov_rad / 2.0);

    xtrans += ndc_x * cRadius * tanFov * aspect;
    ytrans -= ndc_y * cRadius * tanFov;
}

void mouseFunc( int button, int state, int x, int y )
{
  lastx = x;
  lasty = y;
}
void reshape(int w, int h)
{
    width  = (float)w;
    height = (float)h;
    glViewport(0, 0, (GLsizei)w, (GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(fov_y, width / height, nearp, farp);
    glMatrixMode(GL_MODELVIEW);
}
void display(void)
{
    // [...]

    glLoadIdentity();
    glTranslatef(xtrans, ytrans, -cRadius);
    glRotatef(xrot, 1.0, 0.0, 0.0);
    glRotatef(yrot, 0.0, 1.0, 0.0);
    // [...]
    glEnd();

    glutSwapBuffers();
}