I am wondering what is a good approach on "unlimited mouse movement"? (Like in first person games where you can look around infinitely)
I am using OpenGL and LWJGL (which provides bindings for Java). I have the following possible bindings: https://www.lwjgl.org/customize (listed under contents) Currently I am only using GLFW to handle the mouse input.
My current approach is the following, but obviously the cursor eventually reaches the screen edge:
public class MouseInput {
private final Vector2d previousPosition;
private final Vector2d currentPosition;
private final Vector2f displayVector;
private boolean inWindow = false;
// [some code here]
public void init() {
glfwSetCursorPosCallback(window.getHandle(), (windowHandle, xpos, ypos) -> {
currentPosition.x = xpos;
currentPosition.y = ypos;
});
glfwSetCursorEnterCallback(window.getHandle(), (windowHandle, entered) -> {
inWindow = entered;
});
// [some code here]
}
public void input() {
displayVector.x = 0;
displayVector.y = 0;
if (previousPosition.x > 0 && previousPosition.y > 0 && inWindow) {
double deltaX = currentPosition.x - previousPosition.x;
double deltaY = currentPosition.y - previousPosition.y;
if (deltaX != 0) {
displayVector.y = (float) deltaX;
}
if (deltaY != 0) {
displayVector.x = (float) deltaY;
}
}
previousPosition.x = currentPosition.x;
previousPosition.y = currentPosition.y;
}
// [some code here]
}
Now I can use the calculated displayVector somewhere else to rotate the camera.
Do I have to use something different than GLFW? I tried setting the position of the cursor back to the center after every input(), but that was very glitchy.
I am not looking for a correction of my code, but for a good approach which is the best practice.
GLFW_CURSOR_DISABLED
hides and grabs the cursor, providing virtual and unlimited cursor movement. This is useful for implementing for example 3D camera controls.