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?
opengl rotation move translate coordinate-transformation
add a comment |
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
add a comment |
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
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
opengl rotation move translate coordinate-transformation
edited Nov 30 '18 at 6:14
Rabbid76
44.8k123354
44.8k123354
asked Nov 23 '18 at 7:51
정나영정나영
114
114
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1 Answer
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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 byx y z
. The current matrix (seeglMatrixMode
) 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 vectorx y z
. The current matrix (seeglMatrixMode
) 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 )
add a comment |
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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
votes
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 byx y z
. The current matrix (seeglMatrixMode
) 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 vectorx y z
. The current matrix (seeglMatrixMode
) 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 )
add a comment |
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 byx y z
. The current matrix (seeglMatrixMode
) 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 vectorx y z
. The current matrix (seeglMatrixMode
) 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 )
add a comment |
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 byx y z
. The current matrix (seeglMatrixMode
) 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 vectorx y z
. The current matrix (seeglMatrixMode
) 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 )
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 byx y z
. The current matrix (seeglMatrixMode
) 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 vectorx y z
. The current matrix (seeglMatrixMode
) 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 )
edited Nov 23 '18 at 8:38
answered Nov 23 '18 at 8:09
Rabbid76Rabbid76
44.8k123354
44.8k123354
add a comment |
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