Una manera mas sencilla de explicar esto, es como un zoom, suponiendo que utilizaramos una camara para grabar una pelicula y en alguna escena quisieramos hacer una toma de la protagonista desde un angulo aero o con alguna forma en especifico.
DIFERENCIA ENTRE GLULOOKAT() Y GLTRANSLATE()
La difirencia entre el glTranslatef y GlutAt() es m uy simple, ya que una como su nombre lo dice la funcion traslada el objeto que se este visualizando a otro lugar. Es decir, si se encuentras solo visualizandoce cierta parte del objeto con este se mueve sobre el eje deseado, mientras que el lookAt el objeto permanece en el mismo lugar.
CODIGO FUNCION LOOKAT
#include <GL/glut.h> // Once you include glut.h (you don't need gl.h or glu.h)
GLfloat X = 0.0f; // Translate screen to x direction (left or right)
GLfloat Y = 0.0f; // Translate screen to y direction (up or down)
GLfloat Z = 0.0f; // Translate screen to z direction (zoom in or out)
GLfloat rotX = 0.0f; // Rotate screen on x axis
GLfloat rotY = 0.0f; // Rotate screen on y axis
GLfloat rotZ = 0.0f; // Rotate screen on z axis
GLfloat rotLx = 0.0f; // Translate screen by using the glulookAt function (left or right)
GLfloat rotLy = 0.0f; // Translate screen by using the glulookAt function (up or down)
GLfloat rotLz = 0.0f; // Translate screen by using the glulookAt function (zoom in or out)
void glDisplayLines(void); // Did declare the function // so I did not have to check for order of the functions
// Initialize the OpenGL window
void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0); // Clear the color
glShadeModel (GL_FLAT); // Set the shading model to GL_FLAT
glEnable (GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Set Line Antialiasing}
// Draw the lines (x,y,z)
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT); // Clear the Color Buffer
glPushMatrix(); // It is important to push the Matrix before calling // glRotatef and glTranslatef glRotatef(rotX,1.0,0.0,0.0); // Rotate on x
glRotatef(rotY,0.0,1.0,0.0); // Rotate on y
glRotatef(rotZ,0.0,0.0,1.0); // Rotate on z
glTranslatef(X, Y, Z); // Translates the screen left or right, // up or down or zoom in zoom out
// Draw the positive side of the lines x,y,z
glBegin(GL_LINES);
glColor3f (0.0, 1.0, 0.0); // Green for x axis
glVertex3f(0,0,0);
glVertex3f(10,0,0);
glColor3f(1.0,0.0,0.0); // Red for y axis
glVertex3f(0,0,0);
glVertex3f(0,10,0);
glColor3f(0.0,0.0,1.0); // Blue for z axis
glVertex3f(0,0,0);
glVertex3f(0,0,10);
glEnd();
// Dotted lines for the negative sides of x,y,z
glEnable(GL_LINE_STIPPLE); // Enable line stipple to use a
// dotted pattern for the lines
glLineStipple(1, 0x0101); // Dotted stipple pattern for the lines
glBegin(GL_LINES);
glColor3f (0.0, 1.0, 0.0); // Green for x axis
glVertex3f(-10,0,0);
glVertex3f(0,0,0);
glColor3f(1.0,0.0,0.0); // Red for y axis
glVertex3f(0,0,0);
glVertex3f(0,-10,0);
glColor3f(0.0,0.0,1.0); // Blue for z axis
glVertex3f(0,0,0);
glVertex3f(0,0,-10);
glEnd();
glDisable(GL_LINE_STIPPLE); // Disable the line stipple
glPopMatrix(); // Don't forget to pop the Matrix
glutSwapBuffers();
}
// This function is called whenever the window size is changed
void reshape (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h); // Set the viewport
glMatrixMode (GL_PROJECTION); // Set the Matrix mode
glLoadIdentity ();
gluPerspective(75, (GLfloat) w /(GLfloat) h , 0.10, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
// This function is used for the navigation keys
void keyboard (unsigned char key, int x, int y)
{
switch (key) { // x,X,y,Y,z,Z uses the glRotatef() function
case 'x': // Rotates screen on x axis
rotX -= 0.5f;
break; case 'X': // Opposite way
rotX += 0.5f;
break; case 'y': // Rotates screen on y axis
rotY -= 0.5f;
break; case 'Y': // Opposite way
rotY += 0.5f;
break;
case 'z': // Rotates screen on z axis
rotZ -= 0.5f;
break; case 'Z': // Opposite way
rotZ += 0.5f;
break;
// j,J,k,K,l,L uses the gluLookAt function for navigation
case 'j':
rotLx -= 0.2f;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
break; case 'J':
rotLx += 0.2f;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
break;
case 'k':
rotLy -= 0.2f;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
break; case 'K':
rotLy += 0.2f;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
break; case 'l': // It has a special case when the rotLZ becomes
// less than -15 the screen is viewed from the opposite side
// therefore this if statement below does not allow rotLz be less than -15
if(rotLz + 14 >= 0)
rotLz -= 0.2f;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
break; case 'L':
rotLz += 0.2f;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (rotLx, rotLy, 15.0 + rotLz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
break; case 'b': // Rotates on x axis by -90 degree
rotX -= 90.0f;
break; case 'B': // Rotates on y axis by 90 degree
rotX += 90.0f;
break; case 'n': // Rotates on y axis by -90 degree
rotY -= 90.0f;
break; case 'N': // Rotates on y axis by 90 degree
rotY += 90.0f;
break; case 'm': // Rotates on z axis by -90 degree
rotZ -= 90.0f;
break;
case 'M': // Rotates on z axis by 90 degree
rotZ += 90.0f;
break; case 'o': // Default, resets the translations vies from starting view
case 'O':
X = Y = 0.0f;
Z = 0.0f;
rotX = 0.0f;
rotY = 0.0f;
rotZ = 0.0f;
rotLx = 0.0f;
rotLy = 0.0f;
rotLz = 0.0f;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(rotLx, rotLy, 15.0f + rotLz, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
break;}
glutPostRedisplay(); // Redraw the scene
}
// called on special key pressed
void specialKey(int key, int x, int y) {
// The keys below are using the gluLookAt() function for navigation
// Check which key is pressed
switch(key) {
case GLUT_KEY_LEFT : // Rotate on x axis
X -= 0.1f;
break;
case GLUT_KEY_RIGHT : // Rotate on x axis (opposite)
X += 0.1f;
break;
case GLUT_KEY_UP : // Rotate on y axis
Y += 0.1f;
break;
case GLUT_KEY_DOWN : // Rotate on y axis (opposite)
Y -= 0.1f;
break;
case GLUT_KEY_PAGE_UP: // Rotate on z axis
Z -= 0.1f;
break;
case GLUT_KEY_PAGE_DOWN: // Rotate on z axis (opposite)
Z += 0.1f;
break;
}
glutPostRedisplay(); // Redraw the scene
}
// Main entry point of the program
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB); // Setup display mode to
// double buffer and RGB color
glutInitWindowSize (600,600); // Set the screen size
glutCreateWindow("OpenGL 3D Navigation Program");
init ();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard); // set window's key callback
glutSpecialFunc(specialKey); // set window's to specialKey callback
glutMainLoop();
return 0;
}
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