Reputation: 1
I need to rotate object in local coordinates system, like you can rotate it in 3dmax\maya etc...
My current code is:
ModelMatrix = glm::mat4(1.0f);
TransformMatrix = glm::mat4(1.0f);
ScaleMatrix = glm::mat4(1.0f);
RotateMatrix = glm::mat4(1.0f);
ScaleMatrix = glm::scale(ScaleMatrix, glm::vec3(scalex, scalez, scaley));
TransformMatrix = glm::translate(TransformMatrix, glm::vec3(x, z, y));
RotateMatrix = glm::rotate(RotateMatrix, anglex, glm::vec3(1, 0, 0));
RotateMatrix= glm::rotate(RotateMatrix, angley, glm::vec3(0, 0, 1));
RotateMatrix = glm::rotate(RotateMatrix, anglez, glm::vec3(0, 1, 0));
ModelMatrix = TransformMatrix * ScaleMatrix* RotateMatrix;
MVP = Projection * View * ModelMatrix ;
anglex,y,z - comes from keyboard.
Right now only last dimension works as local (im my example it's glm::vec3(0, 1, 0) Z axis) At this IMAGE I show what I needed(2) and what I've got(3)... If I changes "anglez" it's always works as ROLL. But anglex and angley is in the world coordinates system.
The second my attempt - use Quaternions:
quat MyQuaternion= glm::quat(cos(glm::radians(xangle / 2)), 0, sin(glm::radians(xangle / 2)), 0);
quat MyQuaternion2 = glm::quat(cos(glm::radians(yangle/ 2)), sin(glm::radians(yangle / 2)), 0, 0);
quat MyQuaternion3 = glm::quat(cos(glm::radians(zangle / 2)), 0,0,sin(glm::radians(zangle / 2)));
glm::mat4 RotationMatrix = toMat4(MyQuaternion*MyQuaternion2*MyQuaternion3);
But I have the same result
Upvotes: 0
Views: 1346
Reputation: 32627
You should modify the entire ModelMatrix
instead of the angles. Initialize ModelMatrix
to the identity matrix. Then, when you process keyboard input:
if(rotate about x-axis)
ModelMatrix = glm::rotate(ModelMatrix, angle, glm::vec3(1, 0, 0));
if(rotate about y-axis)
ModelMatrix = glm::rotate(ModelMatrix, angle, glm::vec3(0, 1, 0));
if(rotate about z-axis)
ModelMatrix = glm::rotate(ModelMatrix, angle, glm::vec3(0, 0, 1));
if(any rotation happened)
MVP = Projection * View * ModelMatrix ;
You can do this modification at any level. Either the MVP
level, the ModelMatrix
level (as shown here) or the RotateMatrix
level.
Upvotes: 0