C++ Opengl object follow mouse

I am trying to get the object to follow the mouse after it has been clicked and appeared on openGL C++. Here is my code so far:

#include <iostream>
#include <GL/glut.h>// include GLUT library
#include <string>
#include <stdlib.h>
#include <math.h>
//***********************************************************************************
float x, y, xDistance, yDistance;
int check = 0;
double speed = 10;
static GLubyte smiley[] = /* Man */
{
	  0x01, 0x80, 0, 0,  ///1
	  0x03, 0xE0, 0, 0,
	  0x01, 0xFF, 0x80, 0,
	  0x00, 0x3f, 0x80, 0,
	  0x70, 0x00, 0x80, 0,  ///2
	  0xFC, 0x00, 0x80, 0,
	  0x1f, 0x80, 0x80, 0,
	  0x03, 0xC0, 0xC0, 0,
	  0x00, 0xC1, 0x80, 0, //3
	  0x00, 0xC1, 0x80, 0,
	  0x00, 0xc1, 0x80, 0,
	  0x00, 0xc3, 0, 0,
	  0x00, 0xC3, 0, 0, //4
	  0x00, 0x86, 0, 0,
	  0x00, 0x86, 0, 0,
	  0x00, 0x8c, 0, 0 ,
		0x00, 0x8c, 0, 0,//5
		0x01, 0x8c, 0, 0,
		0x01, 0x9c, 0, 0,
		0x01, 0x9c, 0, 0,
		0x01, 0x9c, 0, 0,//6
		0x01, 0xDC, 0, 0,
		0x01, 0xDC, 0, 0,
		0x01, 0xFC, 0, 0,
		0x01, 0xFC, 0x10, 0,//7
		0x01, 0xFE, 0x70, 0,
		0x01, 0xFE, 0xC0, 0,
		0x03, 0xFF, 0x80, 0,
		0x03, 0xFF, 0, 0,//8
		0x03, 0xFF, 0, 0,
		0x03, 0xFD, 0xFC, 0,
		0x03, 0xF8, 0x3, 0,//////////
		0x03, 0xF8, 0x3, 0,//9
		0x03, 0xF8, 0x6, 0,
		0x03, 0xF8, 0xC, 0,
		0x03, 0xF8, 0x18, 0,
		0x03, 0xFc, 0x70, 0,//10/////
		0x03, 0xFC, 0xE0, 0,
		0x01, 0xFD, 0xC0, 0,
		0x01, 0xFF, 0xC0, 0,/////
		0x01, 0xFF, 0x80, 0,//11
		0x03, 0xFF, 0, 0,
		0x07, 0xBE, 0, 0,
		0x0F, 0x98, 0, 0,
		0x0F, 0x30, 0, 0,//12
		0x1E, 0x3c, 0, 0,
		0x3c, 0x7f, 0, 0,
		0x38, 0x7f, 0x80, 0,
		0x70, 0x7f, 0xc0, 0,//13
		0x63, 0xFF, 0xE0, 0,
		0x60, 0x7f, 0xF0, 0,
		0xE0, 0x3f, 0xF0, 0,/////
		0xE0, 0x1f, 0xF0, 0,//14
		0xE0, 0x1f, 0xF0, 0,
		0xF0, 0x0F, 0xF0, 0,
		0x3f, 0xF7, 0xF0, 0,
		0x01, 0xF3, 0xF0, 0,//5///
		0x00, 0x10, 0x1c, 0,
		0x00, 0x18, 0x06, 0,
		0x00, 0x0F, 0x06, 0,
		0x00, 0x06, 0x01, 0,//5////
		0x00, 0x00, 0x01, 0xc0,
		0x00, 0x00, 0, 0x20,
		0x00, 0x00, 0, 0x20,
		0x00, 0x00, 0, 0xE0,//5
		0x00, 0x00, 0, 0,
		0x00, 0x00, 0, 0,
		0x00, 0x00, 0, 0,
	};

std::string input;
void drawPoints()
{
	float x, y;
	//axis labels
	glColor3f(0, 0, 0);
	glRasterPos2i(155, -5);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_10, 'X');
	glRasterPos2i(-5, 155);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_10, 'Y');

	glPointSize(5);
	glBegin(GL_POINTS);	// use points to form X-/Y-axes


		 // change drawing color to black
	for (int xAxis = -150; xAxis <= 150; xAxis++) // draw X-axis
		glVertex2i(xAxis, 0);
	for (int yAxis = -150; yAxis <= 150; yAxis++) // draw Y-axis
		glVertex2i(0, yAxis);
	glEnd();
}

void mouse(int button, int state, int mousex, int mousey)
{
	if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
	{
		check = 1;
		x = mousex - 400/2;
		y = -mousey + 400/2;
	}

	else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN)//undo(clear)the drawing
	{
		check = 2;
		x = mousex - 400 / 2;
		y = -mousey + 400 / 2;	
	}

	else
	{
		glClearColor(1, 1, 1, 0);
		glClear(GL_COLOR_BUFFER_BIT);
	}
	glutPostRedisplay();
}

void move() {

}

//***********************************************************************************
void myInit()
{
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glClearColor(1, 1, 1, 0);			// specify a background clor: white 
	gluOrtho2D(-200, 200, -200, 200);  // specify a viewing area
	glFlush();
}

//***********************************************************************************
void myDisplayCallback()
{
	
	glClear(GL_COLOR_BUFFER_BIT);	// draw the background
	drawPoints();
	
	if (check == 1)
	{
		glColor3f(1.0, 0.0, 0.0);
		glRasterPos2i(x, y);
		glBitmap(32, 72, 8.0, 8.0, 0.0, 0.0, smiley);
		glEnd();
	}
	else if (check == 2)
	{
		glColor3f(0.0, 1.0, 0.0);
		glRasterPos2i(x, y);
		glBitmap(32, 72, 8.0, 8.0, 0.0, 0.0, smiley);
		glEnd();
	}
	glFlush(); // flush out the buffer contents
}

//***********************************************************************************
int main(int argc, char** argv)
{  
	glutInit(& argc, argv);                  // optional in our environment

	glutInitWindowSize(400, 400);				// specify a window size
	glutInitWindowPosition(100, 0);			// specify a window position
	glutCreateWindow("Simple Point Drawing");	// create a titled window

	myInit();									// setting up

	glutDisplayFunc(myDisplayCallback);		// register a callback
	glutMouseFunc(mouse);
	glutMainLoop();							// get into an infinite loop

	return 0;
}

25% of programming (or maybe more) is debugging. you have to learn how to check if your program does what you expect it to do.

  • you can insert printf-commands to check if your program really enters a function or an if-else-branch, or to print variables (if your OS supports shell output)
  • you can print text to the opengl window (if your OS does not support shell output)
  • you can use a debugger and set breakpoints

So far it does what I want. I just want to also make the object follow the cursor and not sure how to do that with this program.

Use glutMotionFunc() and/or glutPassiveMotionFunc(); See https://en.wikibooks.org/wiki/OpenGL_Programming/Glescraft_4 to get the mouse position. Then calculate a direction vector from the origin of the sprite to the latest mouse position.
There are multiple algorithm to compute the next position of the sprite:
*- position(n+1) = position(n) + speed_factor * direction_vector;
*- Use Euler method or any other numerical method to solve the Newton law of motion
Force * direction_vector = mass * a; ( You could make your sprite to orbit around the mouse)
… etc.

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