[英]primitives rotation around the axis x, y, z in World Space by slider
Primitives are centred in World Space. 基本体以世界空间为中心。 I want to rotate them by slider as in image below. 我想通过滑块旋转它们,如下图所示。
So far I'm using this code: 到目前为止,我正在使用以下代码:
This is rot object definition: 这是腐烂的对象定义:
struct rotation
{
float x = 180;
float y = 180;
float z = 180;
}
This stuff is executed when user changes slider's position 当用户更改滑块的位置时执行此操作
void MyFrame::OnSliderChanged(wxScrollEvent &event)
{
//cur_sel is currently selected primitive and scene
switch(event.GetId())
{
case ID_SLIDER0: //slider X
GLCanvas->rot[GLCanvas->cur_sel].x = event.GetPosition();
break;
case ID_SLIDER1: //slider Y
GLCanvas->rot[GLCanvas->cur_sel].y = event.GetPosition();
break;
case ID_SLIDER2: //slider Z
GLCanvas->rot[GLCanvas->cur_sel].z = event.GetPosition();
break;
}
}
This stuff is executed all time (on frames change): 这些东西一直执行(随着帧数的变化):
glRotatef(rot[cur_sel].x,rot[cur_sel].x, 0.0f, 0.0f);
glRotatef(rot[cur_sel].y,0.0f, rot[cur_sel].y, 0.0f);
glRotatef(rot[cur_sel].z,0.0f, 0.0f, rot[cur_sel].z);
I know it isn't good approach because sometimes ( when I mix x,y,z positions) rotations aren't performed properly. 我知道这不是一个好方法,因为有时(当我混合x,y,z位置时)旋转无法正确执行。 For example when I rotate around x axis it looks like it was turned around y axis. 例如,当我绕x轴旋转时,看起来好像是绕y轴旋转。
I'm looking for properly approach. 我正在寻找正确的方法。
Would you like to send your code in a cpp file, and I can have a look for you? 您想将代码发送到cpp文件中吗,我可以帮您找一下吗? Be careful how you use glRotatef. 请注意如何使用glRotatef。 Normally you need to set the angle as a first argument and then decide upon the axis of rotation. 通常,您需要将角度设置为第一个参数,然后确定旋转轴。
So: 所以:
glRotatef(45.f,1,0,0); //x
glRotatef(20.f,0,1,0); //y
glRotatef(64.f,0,0,1); //z
You can always change the order of rotation or match it to your own needs. 您始终可以更改轮换顺序或使其符合自己的需求。 So if you want to represent the rotation around the Y-axis as X, then you need: 因此,如果要将围绕Y轴的旋转表示为X,则需要:
glRotatef(m_y,1,0,0); //x but named y
glRotatef(m_x,0,1,0); //y but named x
glRotatef(m_z,0,0,1); //z
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