How do you implement the rotation of the shape in place and the movement in a rotated state in OpenGL?





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How do you implement the rotation of the shape in place and the movement in a rotated state?
I want to move the rotated shape towards the x and y axes of the screen I see.



I have already made the shape move in the direction of the x-axis and y-axis when I press the key.
But I can't move the way I want to. It's weird.
How do I set up the code to move the way I want to?
I'll put the code up for now.



glTranslatef(2.5 + puzX1, 2 + puzY1, 0);
glRotatef(100, 0.0, 0.0, 1.0);
glRotatef(puzang1, 0.0, 0.0, 1.0);
glTranslatef(-2.5+puzX1, -2+puzY1, 0);


I wrote the code to make it spin in place.



The code at the top and bottom of the code is a code that moves to the center of the shape and then returns it to its place.



What should I add?
Which part should be modified?



I am not good at English.
i'm so sorry
Can you help me?










share|improve this question































    0















    How do you implement the rotation of the shape in place and the movement in a rotated state?
    I want to move the rotated shape towards the x and y axes of the screen I see.



    I have already made the shape move in the direction of the x-axis and y-axis when I press the key.
    But I can't move the way I want to. It's weird.
    How do I set up the code to move the way I want to?
    I'll put the code up for now.



    glTranslatef(2.5 + puzX1, 2 + puzY1, 0);
    glRotatef(100, 0.0, 0.0, 1.0);
    glRotatef(puzang1, 0.0, 0.0, 1.0);
    glTranslatef(-2.5+puzX1, -2+puzY1, 0);


    I wrote the code to make it spin in place.



    The code at the top and bottom of the code is a code that moves to the center of the shape and then returns it to its place.



    What should I add?
    Which part should be modified?



    I am not good at English.
    i'm so sorry
    Can you help me?










    share|improve this question



























      0












      0








      0








      How do you implement the rotation of the shape in place and the movement in a rotated state?
      I want to move the rotated shape towards the x and y axes of the screen I see.



      I have already made the shape move in the direction of the x-axis and y-axis when I press the key.
      But I can't move the way I want to. It's weird.
      How do I set up the code to move the way I want to?
      I'll put the code up for now.



      glTranslatef(2.5 + puzX1, 2 + puzY1, 0);
      glRotatef(100, 0.0, 0.0, 1.0);
      glRotatef(puzang1, 0.0, 0.0, 1.0);
      glTranslatef(-2.5+puzX1, -2+puzY1, 0);


      I wrote the code to make it spin in place.



      The code at the top and bottom of the code is a code that moves to the center of the shape and then returns it to its place.



      What should I add?
      Which part should be modified?



      I am not good at English.
      i'm so sorry
      Can you help me?










      share|improve this question
















      How do you implement the rotation of the shape in place and the movement in a rotated state?
      I want to move the rotated shape towards the x and y axes of the screen I see.



      I have already made the shape move in the direction of the x-axis and y-axis when I press the key.
      But I can't move the way I want to. It's weird.
      How do I set up the code to move the way I want to?
      I'll put the code up for now.



      glTranslatef(2.5 + puzX1, 2 + puzY1, 0);
      glRotatef(100, 0.0, 0.0, 1.0);
      glRotatef(puzang1, 0.0, 0.0, 1.0);
      glTranslatef(-2.5+puzX1, -2+puzY1, 0);


      I wrote the code to make it spin in place.



      The code at the top and bottom of the code is a code that moves to the center of the shape and then returns it to its place.



      What should I add?
      Which part should be modified?



      I am not good at English.
      i'm so sorry
      Can you help me?







      opengl rotation move translate coordinate-transformation






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 30 '18 at 6:14









      Rabbid76

      44.8k123354




      44.8k123354










      asked Nov 23 '18 at 7:51









      정나영정나영

      114




      114
























          1 Answer
          1






          active

          oldest

          votes


















          2














          Note, that drawing by glBegin/glEnd sequences, the fixed function pipeline matrix stack, is deprecated since decades.
          Read about Fixed Function Pipeline and see Vertex Specification and Shader for a state of the art way of rendering.






          How do you implement the rotation of the shape in place?




          If the shade should rotate on its local axis, then you have to do the rotation before the translation. In the code this means the rotation instruction has to be after the translation instruction:



          glTranslatef(2.5 + puzX1, 2 + puzY1, 0);
          glRotatef(puzang1, 0.0, 0.0, 1.0);
          glRotatef(100, 0.0, 0.0, 1.0);


          See also OpenGL translation before and after a rotation





          Explanation:



          Translation: See the documentation of glTranslate:




          glTranslate produces a translation by x y z . The current matrix (see glMatrixMode) is multiplied by this translation matrix, with the product replacing the current matrix.




          Rotation: See the documentation of glRotate:




          glRotate produces a rotation of angle degrees around the vector x y z . The current matrix (see glMatrixMode) is multiplied by a rotation matrix with the product replacing the current matrix.






          The translation matrix looks like this:



          Matrix4x4 translate;

          translate[0] : ( 1, 0, 0, 0 )
          translate[1] : ( 0, 1, 0, 0 )
          translate[2] : ( 0, 0, 1, 0 )
          translate[3] : ( tx, ty, tz, 1 )


          And the rotation matrix around Z-Axis looks like this:



          Matrix4x4  rotate;
          float angle;

          rotate[0] : ( cos(angle), sin(angle), 0, 0 )
          rotate[1] : ( -sin(angle), cos(angle), 0, 0 )
          rotate[2] : ( 0, 0, 1, 0 )
          rotate[3] : ( 0, 0, 0, 1 )




          The result of translate * rotate is this:



          glTranslate( ..... );
          glRotate( ..... );




          model[0] : ( cos(angle),  sin(angle), 0,  0 )
          model[1] : ( -sin(angle), cos(angle), 0, 0 )
          model[2] : ( 0, 1, 0, 0 )
          model[3] : ( tx, ty, tz, 1 )






          The result of rotate * translate is:



          glRotate( ..... );
          glTranslate( ..... );




          model[0] : ( cos(angle),                     sin(angle),                     0,  0 )
          model[1] : ( -sin(angle), cos(angle), 0, 0 )
          model[2] : ( 0, 0, 1, 0 )
          model[3] : ( cos(angle)*tx - sin(angle)*tx, sin(angle)*ty + cos(angle)*ty, tz, 1 )







          share|improve this answer


























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            1 Answer
            1






            active

            oldest

            votes








            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            2














            Note, that drawing by glBegin/glEnd sequences, the fixed function pipeline matrix stack, is deprecated since decades.
            Read about Fixed Function Pipeline and see Vertex Specification and Shader for a state of the art way of rendering.






            How do you implement the rotation of the shape in place?




            If the shade should rotate on its local axis, then you have to do the rotation before the translation. In the code this means the rotation instruction has to be after the translation instruction:



            glTranslatef(2.5 + puzX1, 2 + puzY1, 0);
            glRotatef(puzang1, 0.0, 0.0, 1.0);
            glRotatef(100, 0.0, 0.0, 1.0);


            See also OpenGL translation before and after a rotation





            Explanation:



            Translation: See the documentation of glTranslate:




            glTranslate produces a translation by x y z . The current matrix (see glMatrixMode) is multiplied by this translation matrix, with the product replacing the current matrix.




            Rotation: See the documentation of glRotate:




            glRotate produces a rotation of angle degrees around the vector x y z . The current matrix (see glMatrixMode) is multiplied by a rotation matrix with the product replacing the current matrix.






            The translation matrix looks like this:



            Matrix4x4 translate;

            translate[0] : ( 1, 0, 0, 0 )
            translate[1] : ( 0, 1, 0, 0 )
            translate[2] : ( 0, 0, 1, 0 )
            translate[3] : ( tx, ty, tz, 1 )


            And the rotation matrix around Z-Axis looks like this:



            Matrix4x4  rotate;
            float angle;

            rotate[0] : ( cos(angle), sin(angle), 0, 0 )
            rotate[1] : ( -sin(angle), cos(angle), 0, 0 )
            rotate[2] : ( 0, 0, 1, 0 )
            rotate[3] : ( 0, 0, 0, 1 )




            The result of translate * rotate is this:



            glTranslate( ..... );
            glRotate( ..... );




            model[0] : ( cos(angle),  sin(angle), 0,  0 )
            model[1] : ( -sin(angle), cos(angle), 0, 0 )
            model[2] : ( 0, 1, 0, 0 )
            model[3] : ( tx, ty, tz, 1 )






            The result of rotate * translate is:



            glRotate( ..... );
            glTranslate( ..... );




            model[0] : ( cos(angle),                     sin(angle),                     0,  0 )
            model[1] : ( -sin(angle), cos(angle), 0, 0 )
            model[2] : ( 0, 0, 1, 0 )
            model[3] : ( cos(angle)*tx - sin(angle)*tx, sin(angle)*ty + cos(angle)*ty, tz, 1 )







            share|improve this answer






























              2














              Note, that drawing by glBegin/glEnd sequences, the fixed function pipeline matrix stack, is deprecated since decades.
              Read about Fixed Function Pipeline and see Vertex Specification and Shader for a state of the art way of rendering.






              How do you implement the rotation of the shape in place?




              If the shade should rotate on its local axis, then you have to do the rotation before the translation. In the code this means the rotation instruction has to be after the translation instruction:



              glTranslatef(2.5 + puzX1, 2 + puzY1, 0);
              glRotatef(puzang1, 0.0, 0.0, 1.0);
              glRotatef(100, 0.0, 0.0, 1.0);


              See also OpenGL translation before and after a rotation





              Explanation:



              Translation: See the documentation of glTranslate:




              glTranslate produces a translation by x y z . The current matrix (see glMatrixMode) is multiplied by this translation matrix, with the product replacing the current matrix.




              Rotation: See the documentation of glRotate:




              glRotate produces a rotation of angle degrees around the vector x y z . The current matrix (see glMatrixMode) is multiplied by a rotation matrix with the product replacing the current matrix.






              The translation matrix looks like this:



              Matrix4x4 translate;

              translate[0] : ( 1, 0, 0, 0 )
              translate[1] : ( 0, 1, 0, 0 )
              translate[2] : ( 0, 0, 1, 0 )
              translate[3] : ( tx, ty, tz, 1 )


              And the rotation matrix around Z-Axis looks like this:



              Matrix4x4  rotate;
              float angle;

              rotate[0] : ( cos(angle), sin(angle), 0, 0 )
              rotate[1] : ( -sin(angle), cos(angle), 0, 0 )
              rotate[2] : ( 0, 0, 1, 0 )
              rotate[3] : ( 0, 0, 0, 1 )




              The result of translate * rotate is this:



              glTranslate( ..... );
              glRotate( ..... );




              model[0] : ( cos(angle),  sin(angle), 0,  0 )
              model[1] : ( -sin(angle), cos(angle), 0, 0 )
              model[2] : ( 0, 1, 0, 0 )
              model[3] : ( tx, ty, tz, 1 )






              The result of rotate * translate is:



              glRotate( ..... );
              glTranslate( ..... );




              model[0] : ( cos(angle),                     sin(angle),                     0,  0 )
              model[1] : ( -sin(angle), cos(angle), 0, 0 )
              model[2] : ( 0, 0, 1, 0 )
              model[3] : ( cos(angle)*tx - sin(angle)*tx, sin(angle)*ty + cos(angle)*ty, tz, 1 )







              share|improve this answer




























                2












                2








                2







                Note, that drawing by glBegin/glEnd sequences, the fixed function pipeline matrix stack, is deprecated since decades.
                Read about Fixed Function Pipeline and see Vertex Specification and Shader for a state of the art way of rendering.






                How do you implement the rotation of the shape in place?




                If the shade should rotate on its local axis, then you have to do the rotation before the translation. In the code this means the rotation instruction has to be after the translation instruction:



                glTranslatef(2.5 + puzX1, 2 + puzY1, 0);
                glRotatef(puzang1, 0.0, 0.0, 1.0);
                glRotatef(100, 0.0, 0.0, 1.0);


                See also OpenGL translation before and after a rotation





                Explanation:



                Translation: See the documentation of glTranslate:




                glTranslate produces a translation by x y z . The current matrix (see glMatrixMode) is multiplied by this translation matrix, with the product replacing the current matrix.




                Rotation: See the documentation of glRotate:




                glRotate produces a rotation of angle degrees around the vector x y z . The current matrix (see glMatrixMode) is multiplied by a rotation matrix with the product replacing the current matrix.






                The translation matrix looks like this:



                Matrix4x4 translate;

                translate[0] : ( 1, 0, 0, 0 )
                translate[1] : ( 0, 1, 0, 0 )
                translate[2] : ( 0, 0, 1, 0 )
                translate[3] : ( tx, ty, tz, 1 )


                And the rotation matrix around Z-Axis looks like this:



                Matrix4x4  rotate;
                float angle;

                rotate[0] : ( cos(angle), sin(angle), 0, 0 )
                rotate[1] : ( -sin(angle), cos(angle), 0, 0 )
                rotate[2] : ( 0, 0, 1, 0 )
                rotate[3] : ( 0, 0, 0, 1 )




                The result of translate * rotate is this:



                glTranslate( ..... );
                glRotate( ..... );




                model[0] : ( cos(angle),  sin(angle), 0,  0 )
                model[1] : ( -sin(angle), cos(angle), 0, 0 )
                model[2] : ( 0, 1, 0, 0 )
                model[3] : ( tx, ty, tz, 1 )






                The result of rotate * translate is:



                glRotate( ..... );
                glTranslate( ..... );




                model[0] : ( cos(angle),                     sin(angle),                     0,  0 )
                model[1] : ( -sin(angle), cos(angle), 0, 0 )
                model[2] : ( 0, 0, 1, 0 )
                model[3] : ( cos(angle)*tx - sin(angle)*tx, sin(angle)*ty + cos(angle)*ty, tz, 1 )







                share|improve this answer















                Note, that drawing by glBegin/glEnd sequences, the fixed function pipeline matrix stack, is deprecated since decades.
                Read about Fixed Function Pipeline and see Vertex Specification and Shader for a state of the art way of rendering.






                How do you implement the rotation of the shape in place?




                If the shade should rotate on its local axis, then you have to do the rotation before the translation. In the code this means the rotation instruction has to be after the translation instruction:



                glTranslatef(2.5 + puzX1, 2 + puzY1, 0);
                glRotatef(puzang1, 0.0, 0.0, 1.0);
                glRotatef(100, 0.0, 0.0, 1.0);


                See also OpenGL translation before and after a rotation





                Explanation:



                Translation: See the documentation of glTranslate:




                glTranslate produces a translation by x y z . The current matrix (see glMatrixMode) is multiplied by this translation matrix, with the product replacing the current matrix.




                Rotation: See the documentation of glRotate:




                glRotate produces a rotation of angle degrees around the vector x y z . The current matrix (see glMatrixMode) is multiplied by a rotation matrix with the product replacing the current matrix.






                The translation matrix looks like this:



                Matrix4x4 translate;

                translate[0] : ( 1, 0, 0, 0 )
                translate[1] : ( 0, 1, 0, 0 )
                translate[2] : ( 0, 0, 1, 0 )
                translate[3] : ( tx, ty, tz, 1 )


                And the rotation matrix around Z-Axis looks like this:



                Matrix4x4  rotate;
                float angle;

                rotate[0] : ( cos(angle), sin(angle), 0, 0 )
                rotate[1] : ( -sin(angle), cos(angle), 0, 0 )
                rotate[2] : ( 0, 0, 1, 0 )
                rotate[3] : ( 0, 0, 0, 1 )




                The result of translate * rotate is this:



                glTranslate( ..... );
                glRotate( ..... );




                model[0] : ( cos(angle),  sin(angle), 0,  0 )
                model[1] : ( -sin(angle), cos(angle), 0, 0 )
                model[2] : ( 0, 1, 0, 0 )
                model[3] : ( tx, ty, tz, 1 )






                The result of rotate * translate is:



                glRotate( ..... );
                glTranslate( ..... );




                model[0] : ( cos(angle),                     sin(angle),                     0,  0 )
                model[1] : ( -sin(angle), cos(angle), 0, 0 )
                model[2] : ( 0, 0, 1, 0 )
                model[3] : ( cos(angle)*tx - sin(angle)*tx, sin(angle)*ty + cos(angle)*ty, tz, 1 )








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                share|improve this answer








                edited Nov 23 '18 at 8:38

























                answered Nov 23 '18 at 8:09









                Rabbid76Rabbid76

                44.8k123354




                44.8k123354
































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