Tracking circular mouse movement in OpenGL - c++

I am working on a simple mesh viewer implementation in C++ with basic functionality such as translation, rotation, scaling.
I'm stuck with with implementing the rotation of the object along z-axis using the mouse. What I want to implement is the following:
Click and drag the mouse vertically (almost vertical will do, as I use a simple threshold to filter slight deviations along the horizontal axis) to rotate the object along y-axis (this part is done).
Click and drag the mouse horizontally just as described above to rotate the object along x-axis (this part is done too).
For z-axis rotation, I want to detect a circular (or along an arc) mouse movement. I'm stuck with this part, and don't know how to implement this.
For the above two, i just use atan2() to determine the angle of movement. But how do I detect circular movements?

The only way to deal with this is to have a delay between the user starting to make the motion and the object rotating:
When user clicks and begins to move the mouse you need to determine if its going to become a straight line movement, or a circular one. This will require a certain amount of data to be collected before that judgement can be made.
The most extreme case would be requiring the user to make one complete circle first, then the rotation begins (in reality you could do much better than this). Just how small you are able to cut this period down to will depend on a) how precise you dictate your users actions must be, and b) how good you are with pattern recognition algorithms.
To get you started heres an outline of an extremely poor algorithm:
On user click store the x and y coordinates.
Every 1/10 of a second store the new coordinates and process_for_pattern.
in process_for_pattern you're looking for:
A period where the x coordinates and the y coordinates regularly both increase, both decrease, or one increases and one decreases. Over time if this pattern changes such that either the x or the y begins to reverse whilst the other continues as it was, then at that moment you can be fairly sure you've got a circle.
This algorithm would require the user to draw a quarter circle before it was detected, and it does not account for size, direction, or largely irregular movements.
If you really want to continue with this method you can get a much better algorithm, but you might want to reconsider your control method.

Perhaps, you should define a screen region (e.g. at window boundaries), which, when was clicked, will initiate arc movement - or use some other modifier, a button or whatever.
Then at a mouse click you capture the coordinates and center of rotation (mesh axis) in 2D screen space. This gets you a vector (mesh center, button down pos)
On every mouse move you calculate a new vector (mesh center, mouse pos) and the angle between the two vectors is the angle of rotation.

I don't think it works like that...
You could convert mouse wheel rotation to z-axis, or use quaternion camera orientation, which is able to rotate along every axis almost intuitively...
The opposite is true for quarternion camera: if one tries to rotate the mesh along a straight line, the mesh appears to rotate slightly around some other weird axis -- and to compensate that, one intuitively tries to follow some slightly curved trajectory.

It's not exactly what you want, but should come close enough.
Choose a circular region within which your movements numbered 1 and 2 work as described (in the picture this would be some region that is smaller than the red circle. However, when the user clicks outside the circular region, you save the initial click position (shown in green). This defines a point which has a certain angle relative to the x-axis of your screen (you can find this easily with some trig), and it also defines the radius of the circle on which the user is working (in red). The release of the mouse adds a second point (blue). You then find the angle this point has relative to the center of the screen and the x-axis (just like before). You then project that angle onto your circle with the radius determined by the first click. The dark red arc defines the amount of rotation of the model.
This should be enough to get you started.

That will not be a good input method, I think. Because you will always need some travel distance to discriminate between a line and a curve, which means some input delay. Here is an alternative:
Only vertical mouse having their line crossing the center of the screen are considered vertical. Same for horizontal. In other cases it's considered a rotation, and to calculate its amplitude, calculate the angle between the last mouse location and the current location relatively to the center of the screen.
Alternatively you could use the center of the selected mesh if your application works like that.

You can't detect the "circular, along an arc" mouse movement with anywhere near the precision needed for 3d model viewing. What you want is something like this: http://thetechartist.com/?p=80
You nominate an axis (x, y, or z) using either keyboard shortcuts or on-screen axis indicators that you can grab with the mouse.
This will be much more precise than trying to detect an "arc" gesture. Any "arc" recognition would necessarily involve a delay while you accumulate enough mouse samples to decide whether an arc gesture has begun or not. Gesture recognition like this is non-trivial (I've done some gesture work with the Wii-mote). Similarly, even your simple "vertical" and "horizontal" mouse movement detection will require a delay for the same reason. Any "simple threshold to filter slight deviations" will make it feel dampened and weird.
For 3d viewing you want 1:1 mouse responsiveness, and that means just explicitly nominating an axis with a shortcut key or UI etc. For x-axis rotation, just restrict it to mouse x, y-axis to mouse y if you like. For z you could similarly restrict to x or y mouse input, or just take the total 2d mouse distance travelled. It depends what feels nicest to you.
As an alternative, you could try coding up support for a 3D mouse like the 3dConnexion SpaceExplorer.

Related

Mouse handling on PixelToaster lib

I'm using PixelToaster (a C++ library to draw to a framebuffer) for a simple 3D (ehm.. 2.5D) raycasting engine. I use the old school WASD key configuration to move the camera around (W=forward, S=backward, A=turn left, D=turn right) however I want to use the mouse for the modern freelock approach (WASD for moving and strafing, the mouse to turn head around).
I noticed that PixelToaster gives a mouselistener in which only the ABSOLUTE mouse coordinate x,y are given (relative to the window width,height). Using such coordinate system is not what I want because the turning stops as soon as the mouse x coordinate reaches the margin of the screen. (in all the commercial games you can turn around endlessly by swiping continuously the mouse in one direction).
How can I get the same behaviour using the PixelToaster mouse listener?
What you need is fairly simple to implement.
Simply reset the mouse pointer to the centre of the screen when you hit the margins.
Note that for this to work you should not "map" your 2D screen space coordinates to the angular rotation of your character. Instead have an accumulator that keeps adding up incremental changes in angle (calculated from 2D screen space movements of the mouse pointer).
Alternate Approach: You could detect when you are at the edges of your screen and keep rotating the character until you leave that edge. This way you don't need to reset the mouse pointer. For some reason I assumed that you wouldn't have a cross-hair in your game so I suggested my former approach first. :)

Keeping Velocity Constant and Player in Position - Sidescrolling

I'm working on a Little Mobile Game with Cocos2D-X and Box2D.
The Point where I got stuck is the movement of a box2d-body (the main actor) and the according Sprite. Now I want to :
move this Body with a constant velocity along the x-axis, no matter if it's rolling (it's a circleshape) upwards or downwards
keep the body nearly sticking to the ground on which it's rolling
keep the Body and the according Sprite in the Center of the Screen.
What I tried :
in the update()- method I used body->SetLinearVelocity(b2Vec2(x,y)) to higher/lower values, if the Body was passing a constant value for his velocity
I used to set very high y-Values in body->SetLinearVelocity(b2Vec2(x,y))
First tried to use CCFollow with my playerSprite, which was also Scrolling along the y-axis, as i only need to scroll along the x-axis, so I decided to move the whole layer which is containing the ambience (platforms etc.) to the left of my Screen and my Player Body & Player sprite to the right of the Screen, adjusting the speed values to Keep the Player in the Center of the Screen.
Well...
...didn't work as i wanted it to, because each time i set the velocity manually (I also tried to use body->applyLinearImpulse(...) when the Body is moving upwards just as playing around with the value of velocityIterations in world->Step(...)) there's a small delay, which pushes the player Body more or less further of the Center of the Screen.
... didn't also work as I expected it to, because I needed to adjust the x-Values, when the Body was moving upwards to Keep it not getting slowed down, this made my Body even less sticky to the ground....
... CCFollow did a good Job, except that I didn't want to scroll along the y-axis also and it Forces the overgiven sprite to start in the Center of the Screen. Moving the whole Layer even brought no good results, I have tried a Long time to adjust values of the movement Speed of the layer and the Body to Keep it negating each other, that the player stays nearly in the Center of the Screen....
So my question is :
Does anyone of you have any Kind of new Approach for me to solve this cohesive bunch of Problems ?
Cheers,
Seb
To make it easy to control the body, the main figure to which the force is applied should be round. This should be done because of the processing mechanism of collisions. More details in this article: Why does the character get stuck?.
For processing collisions with the present contour of the body you can use the additional fixtures and sensors with an id or using category and mask bits. For of constant velocity is often better to use SetLinearVelocity, because even when using impulse velocity gets lost at sharp uphill or when jumping. If you want to use the implulse to change the position of the body, then you need to use the code for the type of this:
b2Vec2 vel = m_pB2Body->GetLinearVelocity();
float desiredVel = mMoveSpeed.x; //set there your speed x value
float velChange = desiredVel - vel.x;
float impulse = m_pB2Body->GetMass() * velChange;
m_pB2Body->ApplyLinearImpulse( b2Vec2(impulse, mMoveSpeed.y), m_pB2Body->GetWorldCenter());
This will allow maintain a constant speed most of the time. Do not forget that these functions must be called every time in your game loop. You can combine these forces, depending on the situation. For example, if the at the beginning you need to make a small acceleration, it is possible to use ApplyForce to the body, and when a desired speed is to use ApplyLinearImpulse or SetLinearVelocity. How correctly to use it is described here: Moving at constant speed
If you use world with the normal gravity(b2Vec2(0, -9.81)), then it should not be a problem.
I answer for this question here: Cocos2D-x - Issues when with using CCFollow. I use this code, it may be useful to you:
CCPoint position = ccpClamp(playerPosition, mLeftBounds, mRightBounds);
CCPoint diff = ccpSub(mWorldScrollBound, mGameNode->convertToWorldSpace(position));
CCPoint newGameNodePosition = ccpAdd(mGameNode->getPosition(), mGameNode->getParent()->convertToNodeSpace(diff));
mGameNode->setPosition(newGameNodePosition);
P.S. If you are new to box2d, it is advisable to read all the articles iforce2d(tuts), they are among the best in the network, as well as his Box2D Editor - RUBE. At one time they really helped me.
I do not know if this is possible but I have an idea:
Keep the circle at a fixed position and move the background relatively. For example, during the course of the game, if the circle has a velocity of 5 towards left then keep circle fixed and move screen with velocity 5 towards right. If circle has 5 velocity towards left and screen has 3 velocity towards right, then keep circle fixed and move screen with 8 velocity towards left and so on. This should allow you to fix the circle at the center of the screen.
Another method would be to translate the entire screen along with the ball. Make everything on the screen an object that can have a velocity. And the x-component of the velocity of the ball (circle) should be the velocity of all other objects. This way, whenever the circle moves, all the other objects will try and keep up with it.

Trying to implement a mouse look "camera" in OpenGL/SFML

I've been using OpenGL with SFML 1.6 for some time now, and it has been a blast! With one exception: I can't seem to implement a camera class correctly. You see, I am trying to create a C++ class called "Camera". Here are my functions:
Camera::Strafe(float fSpeed)
checks whether the WASD keys are pressed, and if so, move the camera at "fSpeed" in their respective directions.
Camera::MouseMove(int currentX, int currentY)
should provide a first-person mouse look, taking in the current mouse coordinates and rotating the camera accordingly. My Strafe() implementation works fine, but I can't seem to get MouseMove() right.
I already know from reading other resources on OpenGL mouse look implementations that I must center the mouse after every frame, and I have that part down. But that's about it. I can't seem to get how to actually rotate the camera on the spot from the mouse coordinates. Probably need to use some trig, I bet.
I've done something similar to this (it was a 3rd person camera). If I remember what I did correctly, I took the change in mouse position and used that to calculate two angles (I did that with some trig, I believe). One angle gave me horizontal rotation, the other gave me vertical rotation. Pitch, Yaw and Roll specifically, although I can't remember which refers to which direction. There is also one you have to do before the other, or else things will rotate funny. I'm pretty sure it was pitch first, then yaw or roll.
Hopefully it should be obvious what the change in mouse position did. It allowed mouse senesitivity. If I moved the mouse fast, I would have a larger change, and so I would rotate "faster."
EDIT: Ok, I looked at my code and it's a very simple calculation.
This was done with C#, so bear with me for syntax:
_angles.X += MathHelper.ToDegrees(changeInX / 100);
_angles.Y += MathHelper.ToDegrees(changeInY / 100);
my angles were stored in a 2 dimensional vector (since I only rotated on two axes). You'll see I took my changeInX and changeInY values and simply divided them by 100 to get some arbitrary radian value, then converted that number to degrees. Adjust the 100 for sensitivity. Keep in mind, no solid-math was done here to figure this out. I just did some trial-and-error until I got something that worked well.

Detecting collisions on a scrolling game

How does one have a scrolling map and detect collision on it?
I have tried a tile map but dont want to use this technique.
I would like to learn how a games background can be scrolled as well as object are detected for collision.
One example would be this game.
If one is not using tilemaps for this, how is the world scrollable as well as having physical objects detecting collision with the character sprite?
Please point me in the right direction on this topic.
Simple collision detection is done by checking to see if bounding boxes (or sometimes, bounding circles) overlap. That is, given object A and object B, if their bounding boxes overlap, then a collision has occurred.
If you want to get fancy, you create polygons for your objects and determine if the bounding polygons overlap. That's more complicated and harder to get right, and also involves considerably more processing.
It's not really much different from using a tilemap. With a tilemap, you're doing collision detection against the tiles. Without a tilemap you're doing collision detection against the bounding boxes of individual objects. The logic is almost identical.
Additional info:
I think the problem you're struggling with is that you're thinking in terms of screens. It's important when writing a game to separate the concept of the game world (the model) from the presentation (the screen).
For example, a simple side scroller game might consist of many "screens" full of information. Whereas the screen might be 1000 units wide, the game's world could be 10,000 or 100,000 units wide. Note that I say "units" rather than "pixels". A game's unit of measure could be inches, centimeters, miles, or whatever. All of your game logic should work in terms of world coordinates. How you project that onto the view (the screen) is irrelevant to what goes on in the world.
Every object in the world is assigned a position in world coordinates. That includes the player sprite, which is moving around in the world. All collision detection and other interaction of objects in the world is done in terms of world coordinates.
To simplify things, assume that there is a one-to-one mapping between world units and screen units. That is, your world is 10,000 pixels wide, and your screen is 1,000 pixels wide. The world, then is "ten screens" in size. More correctly, the screen can view 1/10 of the world. If that's the case, then your view can be defined by the left-most world coordinate that's visible. So if the world coordinate 2,000 is at the left of your screen, the rightmost column of pixels on your screen will be world coordinate 2,999.
This implies that you need world-to-screen and screen-to-world transformation functions. For this case, those functions are very simple. If we assume that there's no vertical scrolling, then only the x coordinate needs to be transformed by subtracting the world x coordinate from the view x coordinate. That is, world.x - viewOrigin.x. So in the case above, the screen coordinate of an object that's at world x coordinate 2,315 would be (2,315 - 2,000), or 315. That's the x coordinate of the object's position on the screen. In the current view.
The screen-to-world is the opposite: add the object's screen coordinate to the view's origin: 315 + 2,000 = 2,315.
I can't stress how important it is to maintain this separation between world and view coordinates. All of your game logic should operate in terms of world coordinates. You update the view to show you what's happening in the world. In a side scroller, you typically move the view left and right based on the player's actions. If the player moves left, you move the view origin left. If the player moves right, you move the view origin to the right.
Once you internalize this idea, things become much simpler. Everything done in the game world happens in the world. You make sure that the world state is consistent, and then you worry about displaying a view of the world.
There's no easier way (that I know of) to build a game that's larger than the screen. No matter how you build it, you have to have some concept of showing just part of the world on the view. By formalizing it, you separate the presentation from the game logic and things get much, much simpler.
You are going to want to set you camera dimensions to the dimensions of your level that you want to be rendered. You can get the level coordinates according to whatever you camera is supposed to be fixed on, say your hero.
Sprite collision is relatively easy. Use the two sprites' height/width you're testing against (IDK about cocos2d, but most api's sprites' position are at the upper left corner of the sprite):
if(player.Pos.x <= (object.Pos.x + object.width) || (player.Pos.x + player.width) >= object.Pos.x)
{
if(player.Pos.y >= (object.Pos.y - object.height) || (player.Pos.y - player.height) <= object.Pos.y)
//collision detected
}

How to determine if mouse is moving clockwise or counterclockwise?

I have an MFC appplication where the user have to move the mouse around a circle circonference with a dragging mouvement. I need to retrieve the number of degrees during this mouse drag "rotation" and I need to know if it's clockwise or counterclockwise.
At first, to determine the rotation direction, I was comparing x-coordinnate between the current mouse position and the mouse position where the user clicked to initiate the dragging. That works well until the user rotate over 180 degrees.
How can I handle the other half of the circle?
You'll need at least three ordered points to determine whether someone is moving clockwise or counterclockwise over time. With only two points, it isn't obvious whether (for instance) someone rotated 90 degrees or -270 degrees. So simply taking the cross product of the start and end won't work.
Try sampling the mouse during the dragging to get the additional information you need, and then taking incremental cross products between each pair of consecutive points. That will tell you what you want to know. However, you'll need to sample fast enough that no rotation of more than 180 degrees could have occurred; otherwise you'll wind up in an ambiguous situation again.
These might help you.
http://en.wikipedia.org/wiki/Atan2
http://www.phy.syr.edu/courses/java-suite/crosspro.html
And here is a simple example of recognizing gestures (it's in flash but the idea is the important bit)
http://www.bytearray.org/?p=91
Read about cross products. Computing a cross product between the X and Y vectors (differences from the start point) will always reliably give the rotation direction.