Reputation: 427
I succesfully managed to rotate my object but I need to right click on the object to stop its rotation. I don't know how to make the object to rotate just around its center and then stop, I'll attach the code to see exactly what's happening with this shape. The problem, I think, is with the spinDisplay()
function... the thing is that I need to rotate around its center on left mouse click and on the right mouse click I should change the color of the object....
#include <stdlib.h>
#include <math.h>
#include "dependente\freeglut\freeglut.h"
#include "dependente\glfw\glfw3.h"
#include <stdio.h> //incluziuni librarii
float ORG[3] = { 0,0,0 };
static GLfloat spin = 0.0;
GLfloat viewangle = 0, tippangle = 0, traj[120][3]; //variabila pentru unghi camera
GLfloat d[3] = { 0.1, 0.1, 0.1 }; //vector directie
GLfloat xAngle = 0.0, yAngle = 0.0, zAngle = 0.0;
bool draw_triangle = false; //variabila desenat figuri
bool draw_square = false;
bool draw_decagon = false;
void Triangle(void) //draw the triangle shape
{
glBegin(GL_TRIANGLE_FAN);//triangles have a common vertex, which is the central vertex
glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(0.0f, 1.0f, 0.0f); //V0(red)
glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); //V1(green)
glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(1.0f, -1.0f, 1.0f); //V2(blue)
glEnd();
}
void Square(void) {
glBegin(GL_QUADS);
glVertex2f(-1.0f, 1.0f); // top left
glVertex2f(1.0f, 1.0f); // top right
glVertex2f(1.0f, -1.0f); // bottom right
glVertex2f(-1.0f, -1.0f); // bottom left
glEnd();
}
void Decagon(void) //draw the decagon shape
{
glBegin(GL_POLYGON);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.72f,0.8f, 0.0f); //a1
glVertex3f(0.52f, 0.8f,0.0f); //z
glVertex3f(0.35f, 0.64f, 0.0f); //b1
glVertex3f(0.3f, 0.48f, 0.0f); //d1
glVertex3f(0.35f, 0.3f, 0.0f); //e1
glVertex3f(0.52f, 0.16f, 0.0f); //l1
glVertex3f(0.72f, 0.16f, 0.0f); //m1
glVertex3f(0.9f, 0.3f, 0.0f); //o1
glVertex3f(0.95f, 0.48f, 0.0f); //p1
glVertex3f(0.9f, 0.64f, 0.0f); //c1
glScalef(10, 10, 10);
glTranslatef(1, 2, 3);
glEnd();
}
void Keyboard(unsigned char key, int x, int y) //press a key to perform actions
{
switch (key) {
case 'd': d[0] += 0.1; break; //camera right
case 'a': d[0] -= 0.1; break; //camera left
case 'w': d[1] += 0.1; break; //camera up
case 's': d[1] -= 0.1; break; //camera down
case 'm': d[2] += 0.1; break; //magnify
case 'n': d[2] -= 0.1; break; //minify
case 't': draw_triangle = true; draw_decagon = false; break; //draw pyramid when key is pressed
case 'q': draw_square = true; draw_decagon = false; draw_triangle = false; break; //draw cube when key is pressed
case 'l': draw_decagon = true; draw_triangle = false; draw_square = false; break; //draw prism when key is pressed
case 'x': xAngle += 5; break; //modify x axis angle
case 'y': yAngle += 5; break; //modify y axis angle
case 'z': zAngle += 5; break; //modify z axis angle
default: printf(" Keyboard %c == %d", key, key); //see what key it's pressed
}
glutPostRedisplay();
}
void spinDisplay() //here it's the problematic function
{
spin = spin + 0.1;
if (spin > 360.0)
{
spin = 0.0;
}
glutPostRedisplay();
}
void mouse(int buton, int state, int x, int y)
{
switch (buton) {
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN)
glutIdleFunc(spinDisplay);
break;
case GLUT_RIGHT_BUTTON: //here I don't know how to change the color of the shape
glutIdleFunc(NULL);
default:glutIdleFunc(NULL);
break;
}
}
void redraw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glLoadIdentity();
glTranslatef(0, 0, -3);
glRotatef(tippangle, 1, 0, 0); // Up and down arrow keys 'tip' view.
glRotatef(viewangle, 0, 1, 0); // Right/left arrow keys 'turn' view.
glDisable(GL_LIGHTING);
glPushMatrix();
glTranslatef(d[0], d[1], d[2]); // Move box down X axis.
glScalef(0.7f, 0.7f, 0.7f); //increase the object size
glRotatef(zAngle, 0, 0, 1);
glRotatef(yAngle, 0, 1, 0);
glRotatef(xAngle, 1, 0, 0);
glRotatef(spin, 0.0, 0.0, 1.0);
if (draw_triangle)
Triangle();
if (draw_decagon)
Decagon();
if (draw_square)
Square();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitWindowSize(900, 600);
glutInitWindowPosition(300, 300);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow("Figure Rotation");
glutDisplayFunc(redraw);
glutKeyboardFunc(Keyboard);
glutMouseFunc(mouse);
glClearColor(0.1, 0.0, 0.1, 1.0);
glMatrixMode(GL_PROJECTION);//specify which matrix is the current matrix, matrix that represents your camera's lens (aperture, far-field, near-field, etc).
gluPerspective(60, 1.5, 1, 10); //set up a perspective projection matrix
glMatrixMode(GL_MODELVIEW); //specify which matrix is the current matrix,matrix that represents your camera (position, pointing, and up vector).
glutMainLoop();
return 1;
}
Upvotes: 0
Views: 2030
Reputation: 2601
Solely based on your code, the main problem is at Decagon()
for its shape vertices definition.
As such vertices are defined not at the center of the shape itself but defined towards the top right, thus it won't rotate around itself but seem to orbit around the center although your sequence of matrix multiplications are working ok.
For simplicity, I would visualize centering it at 0,0
along xy plane, then define right half of its shape then mirror it back to the left one. You can take advantage of -
minus sign. Implicitly take advantage of defining shape in NDC (Normalizd Device Coordinate) space.
Note: not exactly the same ratio as per your original definition, but to get you an idea. You can try swapping the following into yours, then it should rotate around itself.
glBegin(GL_POLYGON);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.25f, 0.5f, 0.0f);
glVertex3f(0.45f, 0.30f, 0.0f);
glVertex3f(0.55f, 0.0f, 0.0f);
glVertex3f(0.45f, -0.30f, 0.0f);
glVertex3f(0.25f, -0.5f, 0.0f);
glVertex3f(-0.25f, -0.5f, 0.0f);
glVertex3f(-0.45f, -0.30f, 0.0f);
glVertex3f(-0.55f, 0.0f, 0.0f);
glVertex3f(-0.45f, 0.30f, 0.0f);
glVertex3f(-0.25f, 0.5f, 0.0f);
//glScalef(10, 10, 10); // this won't have any effect on result
//glTranslatef(1, 2, -3);// the same
glEnd();
You have 2 options here
Decagon
to be similar to above relative to the origin). Other shapes are already good, it's defined relative to the origin.Concept of rotation around itself
The concept of rotation around itself is that we need to do the following operations in order
Scaling although we don't have in this case, should be last otherwise it might affect other two operations.
If we translate first to the arbitrary position, then the rotation will happen around such point. In fact, rotation works relatively to the origin 0,0
, thus we just need to do by any means to place the object back to origin first before we proceed, then we can rotate, translate to desire position it should be, and scale.
Let's see your matrix multiplication order
glScalef(0.7f, 0.7f, 0.7f); //increase the object size
glTranslatef(d[0], d[1], d[2]); // Move box down X axis.
glRotatef(zAngle, 0, 0, 1);
glRotatef(yAngle, 0, 1, 0);
glRotatef(xAngle, 1, 0, 0);
glRotatef(spin, 0.0, 0.0, 1.0);
This means we do the following in order
spin
anglexAngle
angleyAngle
anglezAngle
angleAlthough we could possibly combine the first and last together, but anyway it's ok.
Also you might want to further look at Euler Angles when we rotate around 3 cardinal axes like this, it can lead to Gimbal lock problem but it can be solved by limiting angles user can rotate around a certain axis.
The order is right. This is translated into mathematics terms as S * T * Rz * Ry * Rx * Rspin
in which you can see it's inverse of the order in code. Rspin
happen first, then Rx
then so on.
Now what happen if Decagon
shape is defined not relative to the origin, but defined to in the way that it translated to the right.
Take my vertices definition, but + 0.55f
for all x position, we will have
glBegin(GL_POLYGON);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.80f, 0.5f, 0.0f);
glVertex3f(1.0f, 0.30f, 0.0f);
glVertex3f(1.10f, 0.0f, 0.0f);
glVertex3f(1.0f, -0.30f, 0.0f);
glVertex3f(0.80f, -0.5f, 0.0f);
glVertex3f(0.30f, -0.5f, 0.0f);
glVertex3f(0.10f, -0.30f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.1f, 0.30f, 0.0f);
glVertex3f(0.30f, 0.5f, 0.0f);
glEnd();
If you swap above code to your vertices definition, then it won't rotate around itself anymore. But we know that it takes -0.55f
in x-axis to bring this shape back to origin, thus if we add glTranslatef(-0.55f, 0.0f, 0.0f)
to be the first operation to execute then it will work the same.
We'd have
glScalef(0.7f, 0.7f, 0.7f);
glTranslatef(d[0], d[1], d[2]);
glRotatef(zAngle, 0, 0, 1);
glRotatef(yAngle, 0, 1, 0);
glRotatef(xAngle, 1, 0, 0);
glRotatef(spin, 0.0, 0.0, 1.0);
glTranslatef(-0.55f, 0.0f, 0.0f); // <------ add this
In short, translate target object to be at origin first before rotating (around itself), then proceed proper sequence as before.
If you desire to have such object to be located at the location you've defined the shape's vertices i.e. it's to the right
+0.55f
along x-axis and still rotate around itself. Then you useglTranslatef(d[0] + 0.55f, d[1], d[2])
instead.
Further Notes
glScalef()
and glTranslatef()
won't have any effect as you already drew the shape. These two operations get discarded every frame when you call glLoadIdentity()
.Edit For additional control and satisfy application requirement as follows
We have to have control flags, and information for us to change at any frame time as follows.
bool isSpinning = false;
#define NUM_COLOR 4
int sCurrColor = 0;
GLfloat sColor[NUM_COLOR][3] = {
{1.0f, 1.0f, 1.0f},
{1.0f, 0.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 1.0f}
};
So for colors, we have white, red, blue, and green. Total in 4 colors, each color has 3 component values for RGB. We start with white color as seen in sCurrColor
for our index.
Now your mouse()
function would looks like this
void mouse(int buton, int state, int x, int y)
{
switch (buton) {
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN && !isSpinning)
isSpinning = true;
else if (state == GLUT_DOWN && isSpinning)
isSpinning = false;
break;
case GLUT_RIGHT_BUTTON: //here I don't know how to change the color of the shape
if (state == GLUT_DOWN)
sCurrColor = (sCurrColor + 1) % NUM_COLOR;
break;
default:glutIdleFunc(NULL);
break;
}
}
We optimized moving glutIdleFunc(spinDisplay);
to be called inside main()
function just before glutMainLoop()
. As your requirements, we don't have to change it every frame.
Thus, spinDisplay()
is now changed to be
void spinDisplay() //here it's the problematic function
{
if (isSpinning)
{
spin = spin + 3.0;
if (spin > 360.0)
{
spin = 0.0;
}
}
glutPostRedisplay();
}
Probably better to change the name of function to something like
display()
as it's more generic to not confuse that we have to spin everytime. Anyway, I didn't change this for the sake of brevity and consistency of your code.
Now the last part is to plug in sColor
to be used by all those shapes in rendering. For example for Decagon
you can do this
glColor3f(sColor[sCurrColor][0], sColor[sCurrColor][1], sColor[sCurrColor][2]);
This will be the same for other shapes if you like to have the same effect by right clicking to cycle through the color.
Upvotes: 1