【发布时间】:2021-02-11 14:07:22
【问题描述】:
现在我正在对对象进行以下转换:
- 沿 X 轴旋转
- 沿 Y 轴旋转
- 沿 Z 轴移动 -2.5
//create model matrix
model_matrix = glm::mat4(1.0f);
//create view matrix
view_matrix = glm::mat4(1.0f);
//create projection matrix
projection_matrix = glm::mat4(1.0f);
//setting up model
model_matrix = glm::translate(model_matrix, glm::vec3(0, 0, -2.5));
//x_rot and y_rot are global variables.
y_rot += y_rotation_speed_in_degrees;
x_rot += x_rotation_speed_in_degrees;
model_matrix = glm::rotate(model_matrix, glm::radians(y_rot), glm::vec3(0, 1, 0));
model_matrix = glm::rotate(model_matrix, glm::radians(x_rot), glm::vec3(1, 0, 0));
//setting up projection
projection_matrix = glm::perspective(45.0f, (float)window_width / (float)window_height, 0.1f, 100.0f);
replication_matrix = projection_matrix * view_matrix * model_matrix;
对于旋转,我设置 (x/y) _rotation_speed_in_degrees。
- 我沿 X 轴旋转对象。
- 然后沿 Y 轴旋转。
- 然后通过沿 X 轴旋转,旋转沿局部 X 轴发生。
虽然绕 Y 轴 (2) 旋转,但在 3 上的旋转发生在局部 X 轴周围。
我希望看到这个
为什么会发生这种情况以及如何围绕全局轴进行所有旋转?
我正在尝试这样做:
我在头文件中声明模型和旋转矩阵
glm::mat4 model_matrix = glm::mat4(1.0f);
glm::mat4 rotation_matrix = glm::mat4(1.0f);
我在我的绘图周期中执行以下操作:
//create model matrix
model_matrix = glm::mat4(1.0f);
//create view matrix
view_matrix = glm::mat4(1.0f);
//create projection matrix
projection_matrix = glm::mat4(1.0f);
rotation_matrix = glm::rotate(rotation_matrix, glm::radians(y_rotation_speed_in_degrees), glm::vec3(0, 1, 0));
rotation_matrix = glm::rotate(rotation_matrix, glm::radians(x_rotation_speed_in_degrees), glm::vec3(1, 0, 0));
model_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, -2.5)) * rotation_matrix;
//setting up projection
projection_matrix = glm::perspective(45.0f, (float)window_width / (float)window_height, 0.1f, 100.0f);
replication_matrix = projection_matrix * view_matrix * model_matrix;
这就是我得到的:
沿局部轴转 2 和 3 圈,但不沿全局轴转。
【问题讨论】: