I'm trying to mimick the 3dsmax behaviour when you zoom in/out by moving the mouse wheel. In 3ds max this zooming will be towards the mouse position. So far I've come up with this little mcve:
import math
from ctypes import c_void_p
import numpy as np
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from glm import *
class Camera():
def __init__(
self,
eye=None, target=None, up=None,
fov=None, near=0.1, far=100000,
**kwargs
):
self.eye = vec3(eye) or vec3(0, 0, 1)
self.target = vec3(target) or vec3(0, 0, 0)
self.up = vec3(up) or vec3(0, 1, 0)
self.original_up = vec3(self.up)
self.fov = fov or radians(45)
self.near = near
self.far = far
def update(self, aspect):
self.view = lookAt(self.eye, self.target, self.up)
self.projection = perspective(self.fov, aspect, self.near, self.far)
def zoom(self, *args):
delta = -args[1] * 0.1
distance = length(self.target - self.eye)
self.eye = self.target + (self.eye - self.target) * (delta + 1)
def zoom_towards_cursor(self, *args):
x = args[2]
y = args[3]
v = glGetIntegerv(GL_VIEWPORT)
viewport = vec4(float(v[0]), float(v[1]), float(v[2]), float(v[3]))
height = viewport.z
p0 = vec3(x, height - y, 0.0)
p1 = vec3(x, height - y, 1.0)
v1 = unProject(p0, self.view, self.projection, viewport)
v2 = unProject(p1, self.view, self.projection, viewport)
world_from = vec3(
(-v1.z * (v2.x - v1.x)) / (v2.z - v1.z) + v1.x,
(-v1.z * (v2.y - v1.y)) / (v2.z - v1.z) + v1.y,
0.0
)
self.eye.z = self.eye.z * (1.0 + 0.1 * args[1])
view = lookAt(self.eye, self.target, self.up)
v1 = unProject(p0, view, self.projection, viewport)
v2 = unProject(p1, view, self.projection, viewport)
world_to = vec3(
(v1.z * (v2.x - v1.x)) / (v2.z - v1.z) + v1.x,
(-v1.z * (v2.y - v1.y)) / (v2.z - v1.z) + v1.y,
0.0
)
offset = world_to - world_from
print(self.eye.z, world_from, world_to, offset)
self.eye += offset
self.target += offset
class GlutController():
def __init__(self, camera):
self.camera = camera
self.zoom = self.camera.zoom
def glut_mouse_wheel(self, *args):
self.zoom(*args)
class MyWindow:
def __init__(self, w, h):
self.width = w
self.height = h
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(w, h)
glutCreateWindow('OpenGL Window')
self.startup()
glutReshapeFunc(self.reshape)
glutDisplayFunc(self.display)
glutMouseWheelFunc(self.controller.glut_mouse_wheel)
glutKeyboardFunc(self.keyboard_func)
glutIdleFunc(self.idle_func)
def keyboard_func(self, *args):
try:
key = args[0].decode("utf8")
if key == "\x1b":
glutLeaveMainLoop()
if key in ['1']:
self.controller.zoom = self.camera.zoom
print("Using normal zoom")
elif key in ['2']:
self.controller.zoom = self.camera.zoom_towards_cursor
print("Using zoom towards mouse")
except Exception as e:
import traceback
traceback.print_exc()
def startup(self):
glEnable(GL_DEPTH_TEST)
aspect = self.width / self.height
params = {
"eye": vec3(10, 10, 10),
"target": vec3(0, 0, 0),
"up": vec3(0, 1, 0)
}
self.cameras = [
Camera(**params)
]
self.camera = self.cameras[0]
self.model = mat4(1)
self.controller = GlutController(self.camera)
def run(self):
glutMainLoop()
def idle_func(self):
glutPostRedisplay()
def reshape(self, w, h):
glViewport(0, 0, w, h)
self.width = w
self.height = h
def display(self):
self.camera.update(self.width / self.height)
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(degrees(self.camera.fov), self.width / self.height, self.camera.near, self.camera.far)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
e = self.camera.eye
t = self.camera.target
u = self.camera.up
gluLookAt(e.x, e.y, e.z, t.x, t.y, t.z, u.x, u.y, u.z)
glColor3f(1, 1, 1)
glBegin(GL_LINES)
for i in range(-5, 6):
if i == 0:
continue
glVertex3f(-5, 0, i)
glVertex3f(5, 0, i)
glVertex3f(i, 0, -5)
glVertex3f(i, 0, 5)
glEnd()
glBegin(GL_LINES)
glColor3f(1, 1, 1)
glVertex3f(-5, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, -5)
glVertex3f(0, 0, 0)
glColor3f(1, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(5, 0, 0)
glColor3f(0, 1, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, 5, 0)
glColor3f(0, 0, 1)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, 5)
glEnd()
glutSwapBuffers()
if __name__ == '__main__':
window = MyWindow(800, 600)
window.run()
In this snippet you can switch between 2 zooming modes by pressing keys '1' or '2' keys.
When pressing '1' I'm doing an standard zooming, so far so good.
Problem is when pressing '2', in this case I've tried to adapt code from this thread to python/pyopengl/pygml but because I didn't understand very well the underlying maths of that answer I don't know very well how to fix the bad behaviour.
How would you fix the posted code so it will zoom in/out towards the mouse properly like 3dsmax?
A possible solution is to move the camera along a ray, from the camera position through the cursor (mouse) position and to move the target position in parallel.
self.eye = self.eye + ray_cursor * delta
self.target = self.target + ray_cursor * delta
For this the window position of the cursor has to be "un-projected" (unProject
).
Calculate the cursor position in world space (e.g. on the far plane):
pt_wnd = vec3(x, height - y, 1.0)
pt_world = unProject(pt_wnd, self.view, self.projection, viewport)
The ray from the eye position through the cursor is given by the the normalized vector from the eye position to the world space cursor position:
ray_cursor = normalize(pt_world - self.eye)
There is an issue in your code when you get the window height from the viewport rectangle, because the height is the .w
component rather than the .z
component:
v = glGetIntegerv(GL_VIEWPORT)
viewport = vec4(float(v[0]), float(v[1]), float(v[2]), float(v[3]))
width = viewport.z
height = viewport.w
Full code listing of the function zoom_towards_cursor
:
def zoom_towards_cursor(self, *args):
x = args[2]
y = args[3]
v = glGetIntegerv(GL_VIEWPORT)
viewport = vec4(float(v[0]), float(v[1]), float(v[2]), float(v[3]))
width = viewport.z
height = viewport.w
pt_wnd = vec3(x, height - y, 1.0)
pt_world = unProject(pt_wnd, self.view, self.projection, viewport)
ray_cursor = normalize(pt_world - self.eye)
delta = -args[1]
self.eye = self.eye + ray_cursor * delta
self.target = self.target + ray_cursor * delta
See also Python OpenGL 4.6, GLM navigation
Preview: