【发布时间】:2016-04-17 01:02:11
【问题描述】:
我有一个旋转问题。
我将相机设置为向上矢量是 Z,-X 是向前,右侧是 Y。我有在另一个坐标系中导出的模型,其中 Y 向上,-Z 向前,X 是正确的。
我的挑战/问题是轮换。在这种情况下如何在不更改我导入的对象的坐标系的情况下进行正确的旋转。规模和转型正在发挥应有的作用。
到目前为止,我已经尝试在旋转矩阵手册中交换 Y 和 Z 轴,分别做旋转矩阵,在我们读取控制文件时进行旋转,翻转 Z 和 Y 旋转轴,将矩阵更改为
| 1 0 0 |
| 0 0 1 |
| 0 1 0 |
等等。
PS。我不想更改我现在导入的对象文件的坐标系,当我在控制文件中写入 rotateY 时,它将在我的 Y 轴而不是对象 Y 轴上旋转对象。
这是我正在尝试转换的代码部分
// control file is where i store transform, rotate and scale in a text file and objects that i want to read.
for(int i = 0; i< controls.size(); i++) {
meshStruct tempMesh;
int isMeshLoaded = loadObjFile((char*)controls[i].path, &tempMesh.objectInfo_, &tempMesh.numObjects_);
if(isMeshLoaded)
{
cout<< "Mesh " << controls[i].path << " loaded sucesfully." << endl;
} else {
cout<< "Mesh " << controls[i].path << " loaded failed." << endl;
}
tempModelMatrix = mat4(1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
//mat4 tempModelMatrixFlip = mat4(1.0f, 0.0f, 0.0f, 0.0f,
// 0.0f, 0.0f, 1.0f, 0.0f,
// 0.0f, 1.0f, 0.0f, 0.0f,
// 0.0f, 0.0f, 0.0f, 1.0f);
//tempModelMatrix *= tempModelMatrixFlip;
tempModelMatrix = glm::translate(tempModelMatrix, controls[i].translate);
tempModelMatrix = glm::rotate(tempModelMatrix, radians(controls[i].rotation.x), vec3(1.0, 0.0, 0.0));
// I dont want to flip here Y and Z because some objects are in the correct coordinate system
tempModelMatrix = glm::rotate(tempModelMatrix, radians(controls[i].rotation.y), vec3(0.0, 1.0, 0.0));
tempModelMatrix = glm::rotate(tempModelMatrix, radians(controls[i].rotation.z), vec3(0.0, 0.0, 1.0));
/*
mat4 r = mat4(1.0f);
mat4 rx = mat4(1.0f);
mat4 ry = mat4(1.0f);
mat4 rz = mat4(1.0f);
rx = rotate(radians(controls[i].rotation.x), vec3(1.0, 0.0, 0.0));
ry = rotate(radians(controls[i].rotation.y), vec3(0.0, 1.0, 0.0));
rz = rotate(radians(controls[i].rotation.z), vec3(0.0, 0.0, 1.0));
r = rx * ry * rz;
vec4 temp;
temp = column(r, 1);
cout << to_string(temp) << endl;
r = column(r,1, column(r, 2));
r = column(r,2, temp);
temp = row(r,1);
r = row(r, 1,row(r,2));
r = row(r, 2, temp);
//cout << to_string(column(tempModelMatrix, 1)) << endl;
//tempModelMatrix *= r;
float tempModelMatrix2[16];// = mat4(1.0f);
tempModelMatrix2[0] = controls[i].scale.x * column(r, 0).x;//controls[i].scale.x * controls[i].rotation.x;
tempModelMatrix2[1] = controls[i].scale.x * column(r, 0).y;//controls[i].scale.x * controls[i].rotation.x;
tempModelMatrix2[2] = controls[i].scale.x * column(r, 0).z;//controls[i].scale.x * controls[i].rotation.x;
tempModelMatrix2[3] = 0.0f;
tempModelMatrix2[4] = controls[i].scale.y * column(r, 2).x;//controls[i].scale.y * controls[i].rotation.y;
tempModelMatrix2[5] = controls[i].scale.y * column(r, 2).y;//controls[i].scale.y * controls[i].rotation.y;
tempModelMatrix2[6] = controls[i].scale.y * column(r, 2).z;//controls[i].scale.y * controls[i].rotation.y;
tempModelMatrix2[7] = 0.0f;
tempModelMatrix2[8] = controls[i].scale.z * column(r, 1).x;//controls[i].scale.z * controls[i].rotation.z;
tempModelMatrix2[9] = controls[i].scale.z * column(r, 1).y;//controls[i].scale.z * controls[i].rotation.z;
tempModelMatrix2[10] = controls[i].scale.z * column(r, 1).z;//controls[i].scale.z * controls[i].rotation.z;
tempModelMatrix2[11] = 0.0f;
tempModelMatrix2[12] = controls[i].translate.x;
tempModelMatrix2[13] = controls[i].translate.y;
tempModelMatrix2[14] = controls[i].translate.z;
tempModelMatrix2[15] = 1.0f;*/
tempModelMatrix = glm::scale(tempModelMatrix, controls[i].scale);
//cout << controls[i].path << " controls[i].translate " << to_string(controls[i].translate) << endl;
//cout << controls[i].path << " controls[i].rotation.X " << controls[i].rotation.x << endl;
//cout << controls[i].path << " controls[i].rotation.y " << controls[i].rotation.y << endl;
//cout << controls[i].path << " controls[i].rotation.Z " << controls[i].rotation.z << endl;
//cout << controls[i].path << " controls[i].scale " << to_string(controls[i].scale) << endl;
string basedir = dirname(controls[i].path);
for(int j = 0; j < tempMesh.numObjects_; j++){
//tempMesh.objectInfo_[j].modelMatrix = controls[i].modelMatrix;
tempMesh.objectInfo_[j].modelMatrix = tempModelMatrix;
//tempMesh.objectInfo_[j].modelMatrix = make_mat4(tempModelMatrix2);
【问题讨论】:
标签: opengl matrix rotation transform glm-math