旋转前后的 OpenGL 平移 [英] OpenGL translation before and after a rotation

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本文介绍了旋转前后的 OpenGL 平移的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

以下是代码(摘自

缩放肘部

glPushMatrix();glScalef(2.0f, 0.4f, 1.0f);glutWireCube(1.0f);glPopMatrix();

向右移动

glTranslatef(1.0f, 0.0f, 0.0f);

转动肘部

glRotatef(45.0f, 0.0f, 0.0f, 1.0f);

将旋转的肘部向右移动

glTranslatef(1.0f, 0.0f, 0.0f);

绘制肩部立方体

glutWireCube(1.0f);

缩放肩膀

glPushMatrix();glScalef(2.0f, 0.4f, 1.0f);glutWireCube(1.0f);glPopMatrix();

将手臂(肘部和肩部)向右移动

glTranslatef(1.0f, 0.0f, 0.0f);

旋转手臂

glRotatef(-15.0f, 0.0f, 0.0f, 1.0f);

将手臂移动到最终位置(向左)

glTranslatef(-1.0f, 0.0f, 0.0f);

The following is code (taken from http://www.glprogramming.com/red/chapter03.html) regarding how to draw a robot's arm and shoulder and rotating them by some user input:

glPushMatrix();
    glTranslatef (-1.0, 0.0, 0.0);
    glRotatef ((GLfloat) shoulder, 0.0, 0.0, 1.0);
    glTranslatef (1.0, 0.0, 0.0);
    glPushMatrix();
        glScalef (2.0, 0.4, 1.0);
        glutWireCube (1.0);
    glPopMatrix();

    glTranslatef (1.0, 0.0, 0.0);
    glRotatef ((GLfloat) elbow, 0.0, 0.0, 1.0);
    glTranslatef (1.0, 0.0, 0.0);
    glPushMatrix();
        glScalef (2.0, 0.4, 1.0);
        glutWireCube (1.0);
    glPopMatrix();
glPopMatrix();  

glutSwapBuffers();

I understand the code for drawing the shoulder and rotating it. For the shoulder: first we translate it one unit back along the x-axis so that when we do the rotation, it rotates along the origin as a pivot. Then we translate it back (forward one unit on the x-axis). This transformation will be applied to the cube that has been scaled.

Now, my question is for the elbow. Why is there a translation forward on the x-axis both before and after the rotate?

解决方案

Now, my question is for the elbow. Why is there a translation forward on the x-axis both before and after the rotate?

If you want to imagine how the matrix operations change the model, then you need to "read" the operations in the reverse order. This is, because the current matrix of the matrix stack is multiplied by the matrix which is specified by the new operation and the matrices are stored in column-major order (fixed function pipeline).

Start with the elbow cube

glutWireCube(1.0f);

Scale the elbow

glPushMatrix();
glScalef(2.0f, 0.4f, 1.0f);
glutWireCube(1.0f);
glPopMatrix();

Move it to the right

glTranslatef(1.0f, 0.0f, 0.0f);

Rotate the elbow

glRotatef(45.0f, 0.0f, 0.0f, 1.0f);

Move the rotated elbow to the right

glTranslatef(1.0f, 0.0f, 0.0f);

Draw the shoulder cube

glutWireCube(1.0f);

Scale the shoulder

glPushMatrix();
glScalef(2.0f, 0.4f, 1.0f);
glutWireCube(1.0f);
glPopMatrix();

Move the arm (elbow and shoulder) to the right

glTranslatef(1.0f, 0.0f, 0.0f);

Rotate the arm

glRotatef(-15.0f, 0.0f, 0.0f, 1.0f);

Move the arm to its final position (to the left)

glTranslatef(-1.0f, 0.0f, 0.0f);

这篇关于旋转前后的 OpenGL 平移的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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