3d Object Dragging with mouse click OpenGL












0















I'm trying to left click and drag any 3d Object and if i let go of it, it should stay in its new position, how would i achieve this? The 3d object is loaded from the draw function that i have in a header file.



Someone said i should be using glutMouseFunc or glutMotionFunc.



void MouseClickCallbackFunction(int button, int state, int x, int y)
{

if (state == GLUT_DOWN) {

if (button == GLUT_LEFT)
{
std::cout << "Left " << x << " " << y <<std::endl;
leftClick.x = x;
leftClick.y = y;
}
else if (button == GLUT_RIGHT_BUTTON) {

std::cout << "Right " << x << " " << y << std::endl;
rightClick.x = x;
rightClick.y = y;

}
}
theGame->mouseClicked(button, state, x, y);
glutPostRedisplay();

}

/* function MouseMotionCallbackFunction()
* Description:
* - this is called when the mouse is clicked and moves
*/
void MouseMotionCallbackFunction(int x, int y)
{
theGame->mouseMoved(x, y);
glutPostRedisplay();
}

int main(int argc, char **argv)
{
/* initialize the window and OpenGL properly */
glutInit(&argc, argv);
glutInitContextVersion(4, 2);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow("OpenGL Framework");

glewExperimental = true;
if (glewInit() != GLEW_OK)
{
std::cout << "GLEW could not be initialized. n";
system("pause");
return 0;
}

//glewInit();

std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;

/* set up our function callbacks */
glutDisplayFunc(DisplayCallbackFunction);
glutKeyboardFunc(KeyboardCallbackFunction);
glutKeyboardUpFunc(KeyboardUpCallbackFunction);
glutMouseFunc(MouseClickCallbackFunction);
glutMotionFunc(MouseMotionCallbackFunction);
glutTimerFunc(1, TimerCallbackFunction, 0);

/* init the game */
theGame = new Game();
theGame->initializeGame();

/* start the game */
glutMainLoop();
return 0;
}


Here is the Draw fucntion with the object



void Game::draw()
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

PassThrough.Bind();
PassThrough.SendUniformMat4("uModel", MonkeyTransform.data, false);
PassThrough.SendUniformMat4("uView", CameraTransform.GetInverse().data, false);
PassThrough.SendUniformMat4("uProj", CameraProjection.data, false);

PassThrough.SendUniform("uTex", 0);
PassThrough.SendUniform("LightPosition", CameraTransform.GetInverse() * vec4(4.0f,0.0f,0.0f,1.0f));
PassThrough.SendUniform("LightAmbient", vec3(0.15f, 0.15f, 0.15f));
PassThrough.SendUniform("LightDiffuse", vec3(0.7f,0.1f,0.2f));
PassThrough.SendUniform("LightSpecular", vec3(0.8f,0.1f,0.1f));
PassThrough.SendUniform("LightSpecularExponent", 50.0f);
PassThrough.SendUniform("Attenuation_Constant", 1.0f);
PassThrough.SendUniform("Attenuation_Linear", 0.1f);
PassThrough.SendUniform("Attenuation_Quadratic", 0.01f);

glBindVertexArray(Monkey.VAO);
glDrawArrays(GL_TRIANGLES, 0, Monkey.GetNumVerticies());
glBindVertexArray(0);

PassThrough.unBind();
glutSwapBuffers();
}









share|improve this question

























  • take a look at this Compute objects moving with arrows and mouse

    – Spektre
    Nov 15 '18 at 6:11
















0















I'm trying to left click and drag any 3d Object and if i let go of it, it should stay in its new position, how would i achieve this? The 3d object is loaded from the draw function that i have in a header file.



Someone said i should be using glutMouseFunc or glutMotionFunc.



void MouseClickCallbackFunction(int button, int state, int x, int y)
{

if (state == GLUT_DOWN) {

if (button == GLUT_LEFT)
{
std::cout << "Left " << x << " " << y <<std::endl;
leftClick.x = x;
leftClick.y = y;
}
else if (button == GLUT_RIGHT_BUTTON) {

std::cout << "Right " << x << " " << y << std::endl;
rightClick.x = x;
rightClick.y = y;

}
}
theGame->mouseClicked(button, state, x, y);
glutPostRedisplay();

}

/* function MouseMotionCallbackFunction()
* Description:
* - this is called when the mouse is clicked and moves
*/
void MouseMotionCallbackFunction(int x, int y)
{
theGame->mouseMoved(x, y);
glutPostRedisplay();
}

int main(int argc, char **argv)
{
/* initialize the window and OpenGL properly */
glutInit(&argc, argv);
glutInitContextVersion(4, 2);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow("OpenGL Framework");

glewExperimental = true;
if (glewInit() != GLEW_OK)
{
std::cout << "GLEW could not be initialized. n";
system("pause");
return 0;
}

//glewInit();

std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;

/* set up our function callbacks */
glutDisplayFunc(DisplayCallbackFunction);
glutKeyboardFunc(KeyboardCallbackFunction);
glutKeyboardUpFunc(KeyboardUpCallbackFunction);
glutMouseFunc(MouseClickCallbackFunction);
glutMotionFunc(MouseMotionCallbackFunction);
glutTimerFunc(1, TimerCallbackFunction, 0);

/* init the game */
theGame = new Game();
theGame->initializeGame();

/* start the game */
glutMainLoop();
return 0;
}


Here is the Draw fucntion with the object



void Game::draw()
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

PassThrough.Bind();
PassThrough.SendUniformMat4("uModel", MonkeyTransform.data, false);
PassThrough.SendUniformMat4("uView", CameraTransform.GetInverse().data, false);
PassThrough.SendUniformMat4("uProj", CameraProjection.data, false);

PassThrough.SendUniform("uTex", 0);
PassThrough.SendUniform("LightPosition", CameraTransform.GetInverse() * vec4(4.0f,0.0f,0.0f,1.0f));
PassThrough.SendUniform("LightAmbient", vec3(0.15f, 0.15f, 0.15f));
PassThrough.SendUniform("LightDiffuse", vec3(0.7f,0.1f,0.2f));
PassThrough.SendUniform("LightSpecular", vec3(0.8f,0.1f,0.1f));
PassThrough.SendUniform("LightSpecularExponent", 50.0f);
PassThrough.SendUniform("Attenuation_Constant", 1.0f);
PassThrough.SendUniform("Attenuation_Linear", 0.1f);
PassThrough.SendUniform("Attenuation_Quadratic", 0.01f);

glBindVertexArray(Monkey.VAO);
glDrawArrays(GL_TRIANGLES, 0, Monkey.GetNumVerticies());
glBindVertexArray(0);

PassThrough.unBind();
glutSwapBuffers();
}









share|improve this question

























  • take a look at this Compute objects moving with arrows and mouse

    – Spektre
    Nov 15 '18 at 6:11














0












0








0








I'm trying to left click and drag any 3d Object and if i let go of it, it should stay in its new position, how would i achieve this? The 3d object is loaded from the draw function that i have in a header file.



Someone said i should be using glutMouseFunc or glutMotionFunc.



void MouseClickCallbackFunction(int button, int state, int x, int y)
{

if (state == GLUT_DOWN) {

if (button == GLUT_LEFT)
{
std::cout << "Left " << x << " " << y <<std::endl;
leftClick.x = x;
leftClick.y = y;
}
else if (button == GLUT_RIGHT_BUTTON) {

std::cout << "Right " << x << " " << y << std::endl;
rightClick.x = x;
rightClick.y = y;

}
}
theGame->mouseClicked(button, state, x, y);
glutPostRedisplay();

}

/* function MouseMotionCallbackFunction()
* Description:
* - this is called when the mouse is clicked and moves
*/
void MouseMotionCallbackFunction(int x, int y)
{
theGame->mouseMoved(x, y);
glutPostRedisplay();
}

int main(int argc, char **argv)
{
/* initialize the window and OpenGL properly */
glutInit(&argc, argv);
glutInitContextVersion(4, 2);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow("OpenGL Framework");

glewExperimental = true;
if (glewInit() != GLEW_OK)
{
std::cout << "GLEW could not be initialized. n";
system("pause");
return 0;
}

//glewInit();

std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;

/* set up our function callbacks */
glutDisplayFunc(DisplayCallbackFunction);
glutKeyboardFunc(KeyboardCallbackFunction);
glutKeyboardUpFunc(KeyboardUpCallbackFunction);
glutMouseFunc(MouseClickCallbackFunction);
glutMotionFunc(MouseMotionCallbackFunction);
glutTimerFunc(1, TimerCallbackFunction, 0);

/* init the game */
theGame = new Game();
theGame->initializeGame();

/* start the game */
glutMainLoop();
return 0;
}


Here is the Draw fucntion with the object



void Game::draw()
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

PassThrough.Bind();
PassThrough.SendUniformMat4("uModel", MonkeyTransform.data, false);
PassThrough.SendUniformMat4("uView", CameraTransform.GetInverse().data, false);
PassThrough.SendUniformMat4("uProj", CameraProjection.data, false);

PassThrough.SendUniform("uTex", 0);
PassThrough.SendUniform("LightPosition", CameraTransform.GetInverse() * vec4(4.0f,0.0f,0.0f,1.0f));
PassThrough.SendUniform("LightAmbient", vec3(0.15f, 0.15f, 0.15f));
PassThrough.SendUniform("LightDiffuse", vec3(0.7f,0.1f,0.2f));
PassThrough.SendUniform("LightSpecular", vec3(0.8f,0.1f,0.1f));
PassThrough.SendUniform("LightSpecularExponent", 50.0f);
PassThrough.SendUniform("Attenuation_Constant", 1.0f);
PassThrough.SendUniform("Attenuation_Linear", 0.1f);
PassThrough.SendUniform("Attenuation_Quadratic", 0.01f);

glBindVertexArray(Monkey.VAO);
glDrawArrays(GL_TRIANGLES, 0, Monkey.GetNumVerticies());
glBindVertexArray(0);

PassThrough.unBind();
glutSwapBuffers();
}









share|improve this question
















I'm trying to left click and drag any 3d Object and if i let go of it, it should stay in its new position, how would i achieve this? The 3d object is loaded from the draw function that i have in a header file.



Someone said i should be using glutMouseFunc or glutMotionFunc.



void MouseClickCallbackFunction(int button, int state, int x, int y)
{

if (state == GLUT_DOWN) {

if (button == GLUT_LEFT)
{
std::cout << "Left " << x << " " << y <<std::endl;
leftClick.x = x;
leftClick.y = y;
}
else if (button == GLUT_RIGHT_BUTTON) {

std::cout << "Right " << x << " " << y << std::endl;
rightClick.x = x;
rightClick.y = y;

}
}
theGame->mouseClicked(button, state, x, y);
glutPostRedisplay();

}

/* function MouseMotionCallbackFunction()
* Description:
* - this is called when the mouse is clicked and moves
*/
void MouseMotionCallbackFunction(int x, int y)
{
theGame->mouseMoved(x, y);
glutPostRedisplay();
}

int main(int argc, char **argv)
{
/* initialize the window and OpenGL properly */
glutInit(&argc, argv);
glutInitContextVersion(4, 2);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow("OpenGL Framework");

glewExperimental = true;
if (glewInit() != GLEW_OK)
{
std::cout << "GLEW could not be initialized. n";
system("pause");
return 0;
}

//glewInit();

std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;

/* set up our function callbacks */
glutDisplayFunc(DisplayCallbackFunction);
glutKeyboardFunc(KeyboardCallbackFunction);
glutKeyboardUpFunc(KeyboardUpCallbackFunction);
glutMouseFunc(MouseClickCallbackFunction);
glutMotionFunc(MouseMotionCallbackFunction);
glutTimerFunc(1, TimerCallbackFunction, 0);

/* init the game */
theGame = new Game();
theGame->initializeGame();

/* start the game */
glutMainLoop();
return 0;
}


Here is the Draw fucntion with the object



void Game::draw()
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

PassThrough.Bind();
PassThrough.SendUniformMat4("uModel", MonkeyTransform.data, false);
PassThrough.SendUniformMat4("uView", CameraTransform.GetInverse().data, false);
PassThrough.SendUniformMat4("uProj", CameraProjection.data, false);

PassThrough.SendUniform("uTex", 0);
PassThrough.SendUniform("LightPosition", CameraTransform.GetInverse() * vec4(4.0f,0.0f,0.0f,1.0f));
PassThrough.SendUniform("LightAmbient", vec3(0.15f, 0.15f, 0.15f));
PassThrough.SendUniform("LightDiffuse", vec3(0.7f,0.1f,0.2f));
PassThrough.SendUniform("LightSpecular", vec3(0.8f,0.1f,0.1f));
PassThrough.SendUniform("LightSpecularExponent", 50.0f);
PassThrough.SendUniform("Attenuation_Constant", 1.0f);
PassThrough.SendUniform("Attenuation_Linear", 0.1f);
PassThrough.SendUniform("Attenuation_Quadratic", 0.01f);

glBindVertexArray(Monkey.VAO);
glDrawArrays(GL_TRIANGLES, 0, Monkey.GetNumVerticies());
glBindVertexArray(0);

PassThrough.unBind();
glutSwapBuffers();
}






c++ opengl glut






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share|improve this question




share|improve this question








edited Nov 15 '18 at 15:05









genpfault

42.3k95399




42.3k95399










asked Nov 15 '18 at 3:26









Allz.24Allz.24

15




15













  • take a look at this Compute objects moving with arrows and mouse

    – Spektre
    Nov 15 '18 at 6:11



















  • take a look at this Compute objects moving with arrows and mouse

    – Spektre
    Nov 15 '18 at 6:11

















take a look at this Compute objects moving with arrows and mouse

– Spektre
Nov 15 '18 at 6:11





take a look at this Compute objects moving with arrows and mouse

– Spektre
Nov 15 '18 at 6:11












1 Answer
1






active

oldest

votes


















0














The concept is called mouse picking. A method to achieve this is ray casting. Essentially what you want to do is map the mouse coordinates to a region in your scene. In your case you want to check if the position is within the monkey. Then it is as simple as handling the mouse up, down, and move events.



Mouse down: check if object is being picked. If it is, great- maybe highlight it or something. Store ref to object picked; store position of mouse at beginning of pick (pos)



Mouse move: is mouse down? Is picked object ref? Update object position based on delta between pos and coord in mouse move event



Mouse up: clear picked obj ref, position



This link may be of interest http://antongerdelan.net/opengl/raycasting.html






share|improve this answer
























  • How would i implement this with code? any example?

    – Allz.24
    Nov 15 '18 at 4:04













  • can someone show me how to implement this please?

    – Allz.24
    Nov 15 '18 at 4:22











  • I found another answer that may help you: stackoverflow.com/questions/25861374/…

    – Klathzazt
    Nov 15 '18 at 18:24











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1 Answer
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1 Answer
1






active

oldest

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active

oldest

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active

oldest

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0














The concept is called mouse picking. A method to achieve this is ray casting. Essentially what you want to do is map the mouse coordinates to a region in your scene. In your case you want to check if the position is within the monkey. Then it is as simple as handling the mouse up, down, and move events.



Mouse down: check if object is being picked. If it is, great- maybe highlight it or something. Store ref to object picked; store position of mouse at beginning of pick (pos)



Mouse move: is mouse down? Is picked object ref? Update object position based on delta between pos and coord in mouse move event



Mouse up: clear picked obj ref, position



This link may be of interest http://antongerdelan.net/opengl/raycasting.html






share|improve this answer
























  • How would i implement this with code? any example?

    – Allz.24
    Nov 15 '18 at 4:04













  • can someone show me how to implement this please?

    – Allz.24
    Nov 15 '18 at 4:22











  • I found another answer that may help you: stackoverflow.com/questions/25861374/…

    – Klathzazt
    Nov 15 '18 at 18:24
















0














The concept is called mouse picking. A method to achieve this is ray casting. Essentially what you want to do is map the mouse coordinates to a region in your scene. In your case you want to check if the position is within the monkey. Then it is as simple as handling the mouse up, down, and move events.



Mouse down: check if object is being picked. If it is, great- maybe highlight it or something. Store ref to object picked; store position of mouse at beginning of pick (pos)



Mouse move: is mouse down? Is picked object ref? Update object position based on delta between pos and coord in mouse move event



Mouse up: clear picked obj ref, position



This link may be of interest http://antongerdelan.net/opengl/raycasting.html






share|improve this answer
























  • How would i implement this with code? any example?

    – Allz.24
    Nov 15 '18 at 4:04













  • can someone show me how to implement this please?

    – Allz.24
    Nov 15 '18 at 4:22











  • I found another answer that may help you: stackoverflow.com/questions/25861374/…

    – Klathzazt
    Nov 15 '18 at 18:24














0












0








0







The concept is called mouse picking. A method to achieve this is ray casting. Essentially what you want to do is map the mouse coordinates to a region in your scene. In your case you want to check if the position is within the monkey. Then it is as simple as handling the mouse up, down, and move events.



Mouse down: check if object is being picked. If it is, great- maybe highlight it or something. Store ref to object picked; store position of mouse at beginning of pick (pos)



Mouse move: is mouse down? Is picked object ref? Update object position based on delta between pos and coord in mouse move event



Mouse up: clear picked obj ref, position



This link may be of interest http://antongerdelan.net/opengl/raycasting.html






share|improve this answer













The concept is called mouse picking. A method to achieve this is ray casting. Essentially what you want to do is map the mouse coordinates to a region in your scene. In your case you want to check if the position is within the monkey. Then it is as simple as handling the mouse up, down, and move events.



Mouse down: check if object is being picked. If it is, great- maybe highlight it or something. Store ref to object picked; store position of mouse at beginning of pick (pos)



Mouse move: is mouse down? Is picked object ref? Update object position based on delta between pos and coord in mouse move event



Mouse up: clear picked obj ref, position



This link may be of interest http://antongerdelan.net/opengl/raycasting.html







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 15 '18 at 4:01









KlathzaztKlathzazt

2,3091727




2,3091727













  • How would i implement this with code? any example?

    – Allz.24
    Nov 15 '18 at 4:04













  • can someone show me how to implement this please?

    – Allz.24
    Nov 15 '18 at 4:22











  • I found another answer that may help you: stackoverflow.com/questions/25861374/…

    – Klathzazt
    Nov 15 '18 at 18:24



















  • How would i implement this with code? any example?

    – Allz.24
    Nov 15 '18 at 4:04













  • can someone show me how to implement this please?

    – Allz.24
    Nov 15 '18 at 4:22











  • I found another answer that may help you: stackoverflow.com/questions/25861374/…

    – Klathzazt
    Nov 15 '18 at 18:24

















How would i implement this with code? any example?

– Allz.24
Nov 15 '18 at 4:04







How would i implement this with code? any example?

– Allz.24
Nov 15 '18 at 4:04















can someone show me how to implement this please?

– Allz.24
Nov 15 '18 at 4:22





can someone show me how to implement this please?

– Allz.24
Nov 15 '18 at 4:22













I found another answer that may help you: stackoverflow.com/questions/25861374/…

– Klathzazt
Nov 15 '18 at 18:24





I found another answer that may help you: stackoverflow.com/questions/25861374/…

– Klathzazt
Nov 15 '18 at 18:24




















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