zooming mandelbrot set second time doesnot let it zoom in desired place - c++

I am using opengl/c++ to draw mandelbrot set and trying to zoom into. I am able to zoom for the first time and zooms where i want (by clicking), but when i try to zoom next time it does not zoom where i intended to zoom instead it shift and zoom little bit far from the place i want to zoom.
I use
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
double dividecubesby = 700;
double left = -2.0;
double right = 2.0;
double bottom = -2.0;
double top = 2.0;
int maxiteration = 128;
int zoomlevel = 3;
double baseSize = 4.0;
double Size = 0.0;
double xco=0.0;
double yco=0.0;
void SetXYpos(int px,int py)
{
xco = left+(right-left)*px/dividecubesby;
yco = top-(top-bottom)*py/dividecubesby;
}
void keyPressed(unsigned char key, int x, int y)
{
int xx= x;
int yy= y;
setXYpos(xx,yy);
Size = 0.5*(pow(2.0, (-zoomlevel)));
switch(key){
case 'z':
left = xco - Size;
right = xco + Size;
bottom = yco - Size;
top = yco + Size;
dividecubesby = dividecubesby+100;
maxiteration = maxiteration+100;
zoomlevel=zoomlevel+1;
glutPostRedisplay();
break;
}
}
int mandtest(double Cr, double Ci)
{
double Zr = 0.0;
double Zi = 0.0;
int times = 0;
double temp;
Zr = Zr+Cr;
Zi = Zi+Ci;
while ((((Zr*Zr)+(Zi*Zi))<=4) && (times < maxiteration)){
temp = (Zr*Zr)-(Zi*Zi);
Zi = 2*Zr*Zi;
Zr = temp+Cr;
Zi = Zi+Ci;
times = times+1;
}
return times;
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0f,1.0f,1.0f);
double deltax = ((right - left)/(dividecubesby-1));
double deltay = ((top- bottom)/(dividecubesby-1));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(left,right,bottom,top);
glBegin(GL_POINTS);
for(double x= left;x<=right;x += deltax ){
for(double y= bottom; y<=top;y += deltay ){
if((mandtest(x,y))==maxiteration){
glColor3f(1.0f,1.0f,1.0f);
glVertex2f(x,y);
}
else {
glColor3f((float)mandtest(x,y)/10,0.0f,(float)mandtest(x,y)/30);
glVertex2f(x,y);
}
}
}
glEnd();
glFlush();
}
to calculate where the mouse is clicked interms of the cartesian co-ordinate [-2,2]
px and py are pixel coordinate

You have too many variables. What defines the width of your image? (right - left)? baseSize + f(zoomLevel)? SizeReal? It's not clear whose job it is to set whom and who is used by whom, so you cannot hope to update everything consistently.
Also, why does dividecubesby increase by a flat 500 while the image size halves with every zoom? Where is the width/height of your window system window which define the limits of the clicked coordinates?
My suggestion is to start from scratch and maybe draw a graph of who updates whom (left/right -> imageWidth). Make sure that you get the correct clicked coordinates independent of what your drawing window (left/right/top/bottom) is, and go on from there. As it is, I think your first zoom works correctly by accident.

Related

A ball animation in simple harmonic motion using SDL2 and C++

I'm trying to emulate the following ball. Notice the simple harmonic motion of the ball, with the very ends of the ball bounce having a smaller velocity compared to the velocity in the middle:
I'm able to implement a bouncing ball, however it's not simple harmonic motion:
The corresponding code is as follows:
Dot::Dot() {
//Initialize the offsets
mPosX = 300;
mPosY = 0;
//Initialize the velocity
mVelX = 0;
mVelY = 4;
}
void Dot::move() {
//Move the dot up or down
mPosY += mVelY;
//If the dot went too far up or down
if( ( mPosY < 0 ) || ( mPosY + DOT_HEIGHT > SCREEN_HEIGHT ) )
{
//Move back
mVelY = -mVelY;
}
}
I have a simple harmonic motion model, like so:
The corresponding code is as follows:
Dot::Dot() {
//Initialize the offsets
mPosX = 300;
mPosY = 0;
//Initialize the velocity
mVelX = 0;
mVelY = 0;
}
void Dot::move() {
time_t current_time;
current_time = time(NULL);
mPosY = int(((460) - 10) * sin(2.4 * 2 * 3.141592 / 60 * current_time + (SCREEN_HEIGHT / 2)
));
//const int SCREEN_HEIGHT = 480
}
The issues with this implementation are that:
(1). the ball image appears every now and then, rather than continuously like in the blue ball model I tried to emulate at the very beginning
(2). the ball goes well beyond the top frame of the window, rather than slowing down at the very top of the window, again like the blue ball model.
For (2), I understand that I need to add a phase shift, i.e x in A*sin(wt + x), however changing this value doesn't do anything to prevent the ball from disappearing at the top of the window.
Any ideas on how to solve these issues?
Edit: I was able to solve (1) by doing += to mPosY rather than =, such as:
mPosY += int(4 * cos(2.4 * 2 * 3.141592 / 60 * current_time + (SCREEN_HEIGHT / 2) ));
However, I'm still unable to get the ball to bounce up and down within the frame of the window I created.
I recommend using actual simple harmonic equations.
For example, if your display dimensions are (500, 500), the center Y is 250. from there say your equation is in the form of x = acos(nt + m) + c where x is displacement (meters), a is amplitude n is for the period, for example the period (T) = 2PI/n t is time (seconds) and m is for phase shift and c is for the center. That way when you need the velocity of the object, you have a function that follows along the lines of
double Velocity(double time){
double vel = derivative_of_displacement_equation(time);
return vel;
}
And so in the program, you adjust the equation to suit the display dimensions, then you set the objects X/Y coordinates as the value returned from the displacement equation (PLUS THE CENTER OFFSET, in this example, if the center is at the middle of the screen, you would set the Y coordinate to the equation PLUS 250). Keep in mind coordinates begin at (0,0) so your displacement equation (at least the part where it involves the proportional factor, which in this case is time), you make that negative instead.
Here is some code that I believe answers your question:
#include <SDL2/SDL.h>
#include <chrono>
#include <math.h>
#include <iostream>
const double PI = 3.14159265358979;
void draw_circle(SDL_Renderer *renderer, int x, int y, int radius, SDL_Color color)
{
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
for (int w = 0; w < radius * 2; w++)
{
for (int h = 0; h < radius * 2; h++)
{
int dx = radius - w; // horizontal offset
int dy = radius - h; // vertical offset
if ((dx*dx + dy*dy) <= (radius * radius))
{
SDL_RenderDrawPoint(renderer, x + dx, y + dy);
}
}
}
}
double Displacement(double time, double a, double n, double m, double c)
{
double displacement = a*cos(n*time + m) + c;
return displacement;
}
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window = SDL_CreateWindow("SHM", 0, 30, 500, 500, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);// | SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED );
double timeDifference;
std::chrono::steady_clock::time_point start, finish;
start = std::chrono::steady_clock::now();
finish = start;
SDL_Event event;
bool running = true;
while (running){
while (SDL_PollEvent(&event)){
if (event.type == SDL_QUIT){
running = false;
break;
}
}
SDL_SetRenderDrawColor(renderer, 255,255,255,255);
SDL_RenderClear(renderer);
finish = std::chrono::steady_clock::now();
timeDifference = std::chrono::duration_cast<std::chrono::nanoseconds>(finish - start).count();
timeDifference = timeDifference / 1000000000;
///The "-(250-20) is the center y (250) minus the radius of the circle (20), and its - out the front as negative a due to coordinates
double yPosition = round( Displacement(timeDifference, -(250-20), 2, 0, 250 ) );
draw_circle(renderer, 250, yPosition, 20, {255,0,0});
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
In general you have a0 + a/2*cos (2*𝝥*t/T + 𝝫) where a0 is the vertical position of the half of the vertical travel, a is the height of the travel, t is time, T the period ie., the time to do a complete cycle for going and coming back to the same state or uple { position, momentum }, and 𝝫 the time shift, ie., the moment where the height is at zero of the cos.
So if you want the ball to be on the floor at t=0, you want cos at the minimum, ie., 𝝫 = -𝝥/2.
You want to manage your position in function of your game's time t, so you can decouple the time to compute (which depend on your compute calpabilities) and the game's time (that you want constant from a machine to another).
Therefore you want:
auto VerticalPosition(double t)
-> double { return CorrectedScreenHeight/2*(1 + cos(2*PI*t/T + phi)); }
And you define CorrectedScreenHeight = SCREEN_HEIGHT - DOT_HEIGHT, T and phi outside, as properties of your system.
Between two consecutive images, you increment t, in order to have the correct experienced time. Typically you have 60 images/s (WPF, DirectX, web, etc), hence a period of 1.0/60s between consecutive images, this goes in your function that modifies t. The speed of your ball then depend on T, that you can tune independently.

Stop spray and stay in its position

// #include loads up library files, the order can matter
// generally load glut.h last
#include <stdio.h> // this library is for standard input and output
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include "glut.h"// this library is for glut the OpenGL Utility Toolkit
//this defines a constant for the array size
#define SPRAYSIZE 500
// the properties of a spray particle are defined in a struct
struct sprayParticle {
float x = 0; // current position x
float y = 0; // current position y
float startx = 0; // birth position x
float starty = 0; // birth position y
int startTime; // a birthtime in frames when it will be born
int startRange = 100; // the maximum time at which a birth can happen
bool started = false; // tracks whether the particle has benn born or not
float speed = 0.1;
float radius;
float startxd = 0; // starting direction vector x value
float startyd = 0; // startingdirection vestor y value
float xd = 0; // current direction vector x value
float yd = 0; // current direction vector x value
float alpha = 1.0; // transparency
};
int winWidth = 1000, winHeight = 1000;
int counter = 0;
time_t t;
sprayParticle spray[SPRAYSIZE];
float angle = 90; // the angle of the spray: 0 degrees is to the left,
// 90 degrees straight up, 180 to the right etc
float sprayWidth = 30;// the width of the spray in degrees
float sprayCenterX, sprayCenterY;
//variables for spray colour, set once per spray
float fr = 1; float fg = 1; float fb = 1;
// the gravity vector
float gx = 0;
float gy = -0.0005;
// the position of thepartcle ystem emitter, wher the rocket should be drawn
float rocketstartx = winWidth - 100, rocketstarty = winHeight - 100;
void init() {
glClearColor(0.0, 0.0, 0.0, 0.0); // set what colour you want the background to be
glMatrixMode(GL_PROJECTION); // set the matrix mode, we will look at this later
gluOrtho2D(0.0, winWidth, 0.0, winHeight);
}
void circle(double radius, double xc, double yc) {
int i;
double angle = 2 * 3.1415 / 20; // circle is drawn using 20 line.
double circle_xy[40][2];
circle_xy[0][0] = radius + xc;
circle_xy[0][1] = yc;
glBegin(GL_POLYGON);
for (i = 1; i < 20; i++) {
circle_xy[i][0] = radius * cos(i *angle) + xc;
circle_xy[i][1] = radius * sin(i * angle) + yc;
glVertex2f(circle_xy[i - 1][0], circle_xy[i - 1][1]);
glVertex2f(circle_xy[i][0], circle_xy[i][1]);
}
glEnd();
}
void normalise(int i) {
float mag;
mag = sqrt((spray[i].xd*spray[i].xd) + (spray[i].yd*spray[i].yd));
spray[i].xd = spray[i].xd / mag;
spray[i].yd = spray[i].yd / mag;
}
// we calculate the direction vector of the current particle from the global
variable angle and spread
void setDirectionVector(int i) {
float minAngle, maxAngle, range, newangle;
double newAngleInRadians; // variable
int rangeInt;
minAngle = angle - (sprayWidth / 2.0); // calc the minimum angle the particle could move along
maxAngle = angle + (sprayWidth / 2.0); // calc the maximum angle
range = maxAngle - minAngle;
rangeInt = (int)(range*100.0);
newangle = minAngle + ((float)(rand() % rangeInt) / 100.0); // generate a random angle between mi and max angles
newAngleInRadians = (double)(newangle / 360.0)*(2 * 3.1415); // convert it to radians
spray[i].xd = (float)cos(newAngleInRadians);// calc the diection vector x value
spray[i].yd = (float)sin(newAngleInRadians);// calc the diection vector y value
}
void initspray() {
for (int i = 0; i < SPRAYSIZE; i++) {
spray[i].x = winWidth / 2; // set current start x position
spray[i].y = 100;// set current start y position
spray[i].startx = spray[i].x; spray[i].starty = spray[i].y;// set start x and y position
spray[i].speed = 0.1 + (float)(rand() % 150) / 1000.0;// speed is 0.1 to 0.25
spray[i].startTime = rand() % spray[i].startRange;// set birth time
spray[i].radius = (float)(rand() % 15); // random radius
setDirectionVector(i);// set the current direction vector
spray[i].startxd = spray[i].xd; spray[i].startyd = spray[i].yd; // set start direction vector to current
}
// set colour of spray
fr = 0.5 + (float)(rand() % 500) / 1000.0;
fg = 0.5 + (float)(rand() % 500) / 1000.0;
fb = 0.5 + (float)(rand() % 500) / 1000.0;
}
void drawsprayParticle(int i) {
glLineWidth(2);
if (!spray[i].started) {
if (counter == spray[i].startTime) {
spray[i].started = true;
}
}
if (spray[i].started) {
glColor4f(fr, fg, fb, spray[i].alpha); // white particiles
circle(spray[i].radius, spray[i].x, spray[i].y);
spray[i].x = spray[i].x + (spray[i].xd*spray[i].speed);
spray[i].y = spray[i].y + (spray[i].yd*spray[i].speed);
// this produces a direction vector that is a little longer than 1
spray[i].yd = spray[i].yd + gy;
// so the normalise the vector to make length 1
normalise(i);
// reduce transparency
spray[i].alpha -= 0.00015;
}
if (spray[i].x<0 || spray[i].x>winWidth + 500 || spray[i].y<0 || spray[i].y>winHeight) {
spray[i].x = spray[i].startx; spray[i].y = spray[i].starty; //rocketstartx
spray[i].xd = spray[i].startxd; spray[i].yd = spray[i].startyd;
spray[i].alpha = 1.0;
}
}
void drawspray() {
// draw each spray particle
for (int i = 0; i < SPRAYSIZE; i++) {
drawsprayParticle(i);
}
// increment rocket position
rocketstartx += 0.2;
// if the rocket is oof the screen more nad 500 pixels to the right the rest it to 0
if (rocketstartx > winWidth + 500) { rocketstartx = 0; }
counter++;
}
// This is the display function it is called when ever you want to draw something
void display() {
glClear(GL_COLOR_BUFFER_BIT); // clear the screen using the background colour
glColor3f(1.0, 1.0, 1.0); // set colour to white
drawspray();
glFlush(); // force all drawing to finish
}
// This is the idle function it is called whenever the program is idle
void idle() {
display();
}
// As with many programming languages the main() function is the entry point for execution of the program
int main(int argc, char** argv) {
srand((unsigned)time(&t));
// initialise first spray work
initspray();
glutInit(&argc, argv); //perform the GLUT initialization
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA); // more initialisation
glutInitWindowSize(winWidth, winHeight); // set window position
glutInitWindowPosition(0, 0); // set window size
glutCreateWindow("Fire"); // create a display with a given caption for the title bar
glEnable(GL_BLEND); //Enable blending.
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
init(); // call init function defined above
glutIdleFunc(idle); // define what function to call when the program is idle
glutDisplayFunc(display); // define what function to call to draw
glutMainLoop();
// this line exits the program
return 0;
}
The original code above normally creates a fountain that sprays particles all over the screen, but I have changed the size and range of the spray, so I can create a flame. The problem is that I can't stop the spread of the particles and it keeps moving up. I want it to stay in its position.
This is how it works:
This is how I want it to work:
With the formula
spray[i].x = spray[i].x + (spray[i].xd*spray[i].speed);
spray[i].y = spray[i].y + (spray[i].yd*spray[i].speed);
the distance of the points to it origin linear increases. You have to decrease the speed by time to smoothly approach to a limit position.
e.g.
spray[i].speed *= 0.9992f;
Of course you have to rest the speed (spray[i].speed), when the point is "restarted" at its origin. If the speed of the point or the alpha value of the point falls below a threshold, then the point has to be "restarted", too:
void drawsprayParticle(int i) {
glLineWidth(2);
if (!spray[i].started) {
if (counter == spray[i].startTime) {
spray[i].started = true;
}
}
if (spray[i].started) {
glColor4f(fr, fg, fb, spray[i].alpha); // white particles
circle(spray[i].radius, spray[i].x, spray[i].y);
spray[i].x = spray[i].x + (spray[i].xd*spray[i].speed);
spray[i].y = spray[i].y + (spray[i].yd*spray[i].speed);
// this produces a direction vector that is a little longer than 1
spray[i].yd = spray[i].yd + gy;
// so the normalize the vector to make length 1
normalise(i);
// reduce transparency
spray[i].alpha -= 0.0003;
spray[i].speed *= 0.9992f;
}
if ( spray[i].x<0 || spray[i].x>winWidth + 500 ||
spray[i].y<0 || spray[i].y>winHeight ||
spray[i].alpha < 1.0f/256.0f ||
spray[i].speed < 0.04f ) {
spray[i].x = spray[i].startx; spray[i].y = spray[i].starty;
spray[i].xd = spray[i].startxd; spray[i].yd = spray[i].startyd;
spray[i].alpha = 1.0;
spray[i].speed = 0.1 + (float)(rand() % 150) / 1000.0;
}
}
This is an empirical algorithm, so you have to play around with the values, to get the effect of your need.
Additionally I increase the start range: int startRange = 1300;
Preview:

Tiles being drawn in the wrong location

I've finally managed to get my tiles drawn on the screen somewhat in a correct way. Although the location is a bit off and I can't seem to figure out why...
I'm using SFML for drawing.
Tile.hpp:
#ifndef TILE_HPP
#define TILE_HPP
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include "textureManager.hpp"
class Tile {
public:
Tile();
Tile(sf::Vector2i coord, int biome);
~Tile();
sf::Vector2i getCoord() const { return coord; };
int getBiome() const { return biome; };
void setCoord(sf::Vector2i coord) { this->coord = coord; };
void setBiome(int biome) { this->biome = biome; };
void draw(int x, int y, sf::RenderWindow* rw);
void update(sf::Texture& texture);
private:
sf::Vector2i coord;
int biome;
sf::Sprite sprite;
};
#endif
Tile.cpp
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include "textureManager.hpp"
#include "tile.hpp"
Tile::Tile()
{}
Tile::Tile(sf::Vector2i coord, int biome) {
this->biome = biome;
this->coord = coord;
}
Tile::~Tile(){}
void Tile::draw(int x, int y, sf::RenderWindow* rw)
{
sprite.setPosition(x, y);
rw->draw(sprite);
}
void Tile::update(sf::Texture& texture)
{
switch (biome)
{
// Not important here
}
}
Now the more relevant part: the drawing
void StatePlay::draw(const float dt)
{
game->window.setView(view);
game->window.clear(sf::Color::Black);
sf::Vector2f offset = camera.getLocation();
int newX = (offset.x / map.getTileSize()) - (map.chunkSize / 2);
int newY = (offset.y / map.getTileSize()) - (map.chunkSize / 2);
for (int x = 0; x < map.chunkSize; x++)
{
for (int y = 0; y < map.chunkSize; y++)
{
Tile tile = map.getTile(newX + x, newY + y);
tile.draw((newX + x) * map.getTileSize(), (newY + y) * map.getTileSize(), &game->window);
}
}
return;
}
StatePlay::StatePlay(Game* game)
{
this->game = game;
sf::Vector2f pos = sf::Vector2f(game->window.getSize()); // 1366x768
view.setSize(pos);
pos *= 0.5f; // 688x384
view.setCenter(pos);
// Initialize map
map.init(game->gameTime, game->textureManager.getImage("tileset.png"));
float w = (float) map.getWidth(); // 500
float h = (float) map.getHeight(); // 500
w *= 0.5f; // 250
h *= 0.5f; // 250
w *= map.getTileSize(); // 250 * 32 = 8000
h *= map.getTileSize(); // 250 * 32 = 8000
// Move camera
// Uses view::move from sfml to move the view with w and h
// Also sets camera private to w and h values, return with camera::getLocation()
camera.setLocation(&view, sf::Vector2f(w, h));
}
The result is that I only see the ~10 tiles squared, in the bottom left corner of my screen, covering about 3/4.
The correct tiles are chosen, but the draw location is wrong... It should draw the center of 64x64 (x 32px each) tiles, as much as fit on the screen.
I have fixed the problem. It was a very stupid mistake...
At first without drawing anything, it is normal to center the view on 0.5f * sf::View::getSize() to get the view centered in your window. So the center was already at half of my window size. When using Camera::setLocation(), I used the sf::View::move() to move the view accordingly. So when trying to center it on the map, it added the x and y correctly, but also half of my window size. This resulted in having an offset which was incorrect. Substracting or leaving those values out has fixed this stupid problem.
Thank you for the help.

How to aim the camera at the z-index of the cell in front of my character?

I've got a 3D terrain environment like so:
I'm trying to get the character (camera) to look up when climbing hills, and look down when descending, like climbing in real life.
This is what it's currently doing:
Right now the camera moves up and down the hills just fine, but I can't get the camera angle to work correctly. The only way I can think of aiming up or down depending on the terrain is getting the z-index of the cell my character is currently facing, and set that as the focus, but I really have no idea how to do that.
This is admittedly for an assignment, and we're intentionally not using objects so things are organized a little strangely.
Here's how I'm currently doing things:
const int M = 100; // width
const int N = 100; // height
double zHeights[M+1][N+1]; // 2D array containing the z-indexes of terrain cells
double gRX = 1.5; // x position of character
double gRY = 2.5; // y position of character
double gDirection = 45; // direction of character
double gRSpeed = 0.05; // move speed of character
double getZ(double x, double y) // returns the height of the current cell
{
double z = .5*sin(x*.25) + .4*sin(y*.15-.43);
z += sin(x*.45-.7) * cos(y*.315-.31)+.5;
z += sin(x*.15-.97) * sin(y*.35-8.31);
double amplitute = 5;
z *= amplitute;
return z;
}
void generateTerrain()
{
glBegin(GL_QUADS);
for (int i = 0; i <= M; i++)
{
for (int j = 0; j <= N; j++)
{
zHeights[i][j] = getZ(i,j);
}
}
}
void drawTerrain()
{
for (int i = 0; i < M; i++)
{
for (int j = 0; j < N; j++)
{
glColor3ub( (i*34525+j*5245)%256, (i*3456345+j*6757)%256, (i*98776+j*6554544)%256);
glVertex3d(i, j, getZ(i,j));
glVertex3d(i, j+1, getZ(i,j+1));
glVertex3d(i+1, j+1, getZ(i+1,j+1));
glVertex3d(i+1, j, getZ(i+1,j));
}
}
}
void display() // callback to glutDisplayFunc
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
double radians = gDirection /180.*3.141592654; // converts direction to radians
double z = getZ((int)gRX, (int)gRY); // casts as int to find z-index in zHeights[][]
double dx = cos(radians)*gRSpeed;
double dy = sin(radians)*gRSpeed;
double at_x = gRX + dx;
double at_y = gRY + dy;
double at_z = z; // source of problem, no idea what to do
gluLookAt(gRX, gRY, z + 2, // eye position
at_x, at_y, at_z + 2, // point to look at, also wrong
0, 0, 1); // up vector
drawTerrain();
glEnd();
}
void init()
{
generateTerrain();
}
Firstly, I don't see any reason to cast to int here:
double z = getZ((int)gRX, (int)gRY);
Just use the double values to get a smooth behavior.
Your basic approach is already pretty good. You take the current position (gRX, gRY), walk a bit in the viewing direction (dx, dy) and use that as the point to look at. There are just two small things that need adaptation:
double dx = cos(radians)*gRSpeed;
double dy = sin(radians)*gRSpeed;
Although multiplying by gRSpeed might be a good idea, in my opinion, this factor should not be related to the character's kinematics. Instead, this represents the smoothness of your view direction. Small values make the direction stick very closely to the terrain geometry, larger values smooth it out.
And finally, you need to evaluate the height at your look-at point:
double at_z = getZ(at_x, at_y);

GLUT timer function

I am trying to get my tokens on a board game to fall slowly. Right now, they fall, but they fall so fast. How could I implement the timer function in my code? Right now I do a loop, that updates the y coordinate of glTranslate. But it is still too fast! the top y is the y coordinate where I press on the screen, and the bottomy is the coordinates of the lowest open spot for a token.
col =0;
double bottomy = 0;
int row = 0;
circlex = (double)x / width ;
circley = (double)y / height ;
row = board.getRow(col) + 1;
bottomy = 500 - (25*row);
for( double topy = y ; topy <= bottomy; topy += 2 ){
glTranslatef(circlex, circley, 0.0f);
circley += .0000000000000000001;
display();
}
r = board.makeMove(col);
You can use glutTimerFunc to execute a function at a regular time period. This has the signature
void glutTimerFunc(unsigned int msecs,
void (*func)(int value),
value);
For example if your drawing function was
void UpdateTokens(int time);
Then you could call an update every 0.5 seconds with the following call (where current_time was the current simulation time)
glutTimerFunc(500, UpdateTokens, current_time);
For more precise timing, I would recommend using <chrono> instead, and performing your timing using things like std::chrono::duration with a std::chrono::steady_clock.
The actual problem here is how glut works. Basically, the user only gets a image presented at the end of the main loop. As long as you do not return from the mouse function, nothing is presented on screen. You can solve the problem by transferring the work to the display function and distribute the translation across multiple frames:
global variables:
double circlex = 0, circley = 0, bottomy = 0;
bool isfalling = false;
int topy = 0;
mouse_func:
if (isfalling == false) //Prevents the user from clicking during an animation
{
circlex = (double)x / width ;
circley = (double)y / height ;
int row = board.getRow(col) + 1;
bottomy = 500 - (25*row);
topy = y;
isfalling = true;
}
display_func:
if (isfalling)
{
circley += .0000000000000000001;
topy += 2;
if (topy >= bottomy)
isfalling = false;
}
glTranslatef(circlex, circley, 0.0f);
display();