OpenGl用2点画一个圆柱体glRotated [英] OpenGl draw a cylinder with 2 points glRotated
问题描述
我想显示绘制一个从a点开始的圆柱体,该圆柱体指向该键,我认为该键位于第一个glRotated中,但这是我第一次使用openGL a和b是btVector3
I want to show draw a cylinder that starts at point a and that points to I think the key is in the first glRotated, but this is my first time working with openGL a and b are btVector3
glPushMatrix();
glTranslatef(a.x(), a.y(), a.z());
glRotated(0, b.x(), b.y(), b.z());
glutSolidCylinder(.01, .10 ,20,20);
glPopMatrix();
任何建议??
推荐答案
根据 glutsolidcylinder(3 )-Linux手册页:
glutSolidCylinder()绘制一个带阴影的圆柱体,其中心位于原点,并且其轴沿z轴正方向.
glutSolidCylinder() draws a shaded cylinder, the center of whose base is at the origin and whose axis is along the positive z axis.
因此,您必须分别准备转换:
Hence, you have to prepare the transformations respectively:
- 将圆柱体的中心移至原点(即( a + b )/2)
- 旋转圆柱的轴(即 b - a )成为z轴.
- move the center of cylinder to origin (that's (a + b) / 2)
- rotate that axis of cylinder (that's b - a) becomes z-axis.
使用 glRotatef()
似乎也被误解了:
The usage of glRotatef()
seems to be mis-understood, also:
- 第一个值是旋转角度,以度为单位
- 第二,第三和第四值分别是旋转轴的x,y,z.
这将导致:
// center of cylinder
const btVector3 c = 0.5 * (a + b);
// axis of cylinder
const btVector3 axis = b - a;
// determine angle between axis of cylinder and z-axis
const btVector3 zAxis(0.0, 0.0, 1.0);
const btScalar angle = zAxis.angle(axis);
// determine rotation axis to turn axis of cylinder to z-axis
const btVector3 axisT = zAxis.cross(axis).normalize();
// do transformations
glTranslatef(c.x(), c.y(), c.z());
if (axisT.norm() > 1E-6) { // skip this if axis and z-axis are parallel
const GLfloat radToDeg = 180.0f / 3.141593f;
glRotatef(angle * radToDeg, axisT.x(), axisT.y(), axisT.z());
}
glutSolidCylinder(0.1, axis.length(), 20, 20);
我记着写了这段代码(使用 btVector3
我以前从未使用过).因此,请带上一粒盐. (可能需要调试.)
I wrote this code out of mind (using the doc. of btVector3
which I've never used before). Thus, please, take this with a grain of salt. (Debugging might be necessary.)
因此,请记住以下几点:
So, please, keep the following in mind:
-
文档.没有提到
btVector3::angle()
返回的角度是度还是弧度?我假设是弧度.
The doc. does not mention whether
btVector3::angle()
returns angle in degree or radians – I assumed radians.
在编写此类代码时,我经常不小心翻转东西(例如,朝相反方向旋转).这样的事情,我通常会在调试中解决,这对于上面的示例代码可能是必需的.
When writing such code, I often accidentally flip things (e.g. rotation into opposite direction). Such things, I usually fix in debugging, and this is probably necessary for the above sample code.
如果( b - a )已经沿z轴正向或负向移动,则( b -一个)× (0,0,1)将产生一个0向量.不幸的是,医生. btVector3::normalize()
没有提及将其应用于0矢量时发生的情况.当然,如果在这种情况下引发异常,则必须添加额外的检查.
If (b - a) is already along positive or negative z-axis, then (b - a) × (0, 0, 1) will yield a 0-vector. Unfortunately, the doc. of btVector3::normalize()
does not mention what happens when applied to a 0-vector. If an exception is thrown in this case, extra checks have to be added, of course.
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