我想要一个围绕中心旋转的立方体。这是我可以通过这个转变来做的事情:
model = glm::rotate(identity, glm::radians(-100.0f * time), glm::vec3(0.0, 1.0, 0.0)); //rotate around y-axis
model = glm::translate(model, glm::vec3(8.0, 0.0, 0.0));
model = glm::rotate(model, glm::radians(-100.0f * time), glm::vec3(1.0, 0.0, 0.0)); //self-rotation现在我想要一个立方体,它围绕第一个立方体旋转,因为它是围绕y轴旋转的。假设第一个立方体是地球,第二个立方体是月球。我试过了,但没成功。
test = glm::rotate(test, glm::radians(-100.0f * time), glm::vec3(0.0, 1.0, 0.0));
test = glm::translate(test, glm::vec3(3.0, 0.0, 0.0));
test = glm::translate(test, glm::vec3(8.0, 0.0, 0.0));
test = glm::rotate(test, glm::radians(-100.0f * time), glm::vec3(0.0, 1.0, 0.0));
test = glm::translate(test, glm::vec3(-8.0, 0.0, 0.0));
test = glm::rotate(test, glm::radians(-100.0f * time), glm::vec3(1.0, 0.0, 0.0)); // self-rotation知道我做错什么了吗?这是一张旋转的图片:

发布于 2021-03-27 10:19:01
您的评论建议您有以下操作顺序:
mvp = m_projection*m_view*m_model
vertex' = mvp*vertexm_view是视图的逆矩阵,m_model是实际网格的直接矩阵。
因此,您应该设置m_projection和m_view一次,然后只更新m_model。
我不使用GLM (有我自己的数学库),但是IIRC它们模仿旧的固定流水线矩阵数学。所以当我这么做的时候(C++/VCL/OpenGL/GLSL .我知道分数应该是VBO/VAO,我只是想要快速测试):
//---------------------------------------------------------------------------
// ang ,ang speed,body r,orbit r
// [deg] ,[deg/s] [unit],[unit]
float rs=1.0; // star
float a0=0.0,da0= 50.0,r0=0.5,R0= 7.0; // planet
float a1=0.0,da1=200.0,r1=0.2,R1= 1.0; // moon
float a2=0.0,da2=250.0,r2=0.2,R2= 1.5; // moon
float a3=0.0,da3= 20.0,r3=0.5,R3=10.0; // planet
float a4=0.0,da4=150.0,r4=0.2,R4= 1.0; // moon
float a5=0.0,da5=180.0,r5=0.2,R5= 1.5; // moon
float b =0.0,db =50.0; // common self rotation
//---------------------------------------------------------------------------
void gl_draw()
{
GLint ix;
GLfloat mp[16],mv[16],mm[16],m0[16];
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float aspect=float(xs)/float(ys);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0/aspect,aspect,0.1,100.0);
glGetFloatv(GL_PROJECTION_MATRIX,mp);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-25.0);
glGetFloatv(GL_MODELVIEW_MATRIX,mv);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glGetFloatv(GL_MODELVIEW_MATRIX,mm);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
// glEnable(GL_CULL_FACE);
// GLSL sphere shader
glUseProgram(prog_id);
ix=glGetUniformLocation(prog_id,"m_projection"); glUniformMatrix4fv(ix,1,false,mp);
ix=glGetUniformLocation(prog_id,"m_view"); glUniformMatrix4fv(ix,1,false,mv);
ix=glGetUniformLocation(prog_id,"m_model");
// sun
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(b,0.0,0.0,1.0);
glGetFloatv(GL_MODELVIEW_MATRIX,mm); glUniformMatrix4fv(ix,1,false,mm);
glBegin(GL_POINTS); glColor3f(1.0,1.0,0.0); glVertex4f(0.0,0.0,0.0,rs); glEnd();
// planet
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(a0,0.0,0.0,1.0);
glTranslatef(R0,0.0,0.0);
glGetFloatv(GL_MODELVIEW_MATRIX,m0);
glRotatef(b,0.0,0.0,1.0);
glGetFloatv(GL_MODELVIEW_MATRIX,mm); glUniformMatrix4fv(ix,1,false,mm);
glBegin(GL_POINTS); glColor3f(0.0,0.7,1.0); glVertex4f(0.0,0.0,0.0,r0); glEnd();
// moon
glLoadMatrixf(m0);
glRotatef(a1,0.0,0.0,1.0);
glTranslatef(R1,0.0,0.0);
glRotatef(b,0.0,0.0,1.0);
glGetFloatv(GL_MODELVIEW_MATRIX,mm); glUniformMatrix4fv(ix,1,false,mm);
glBegin(GL_POINTS); glColor3f(0.4,0.4,0.4); glVertex4f(0.0,0.0,0.0,r1); glEnd();
// moon
glLoadMatrixf(m0);
glRotatef(a2,0.0,0.0,1.0);
glTranslatef(R2,0.0,0.0);
glRotatef(b,0.0,0.0,1.0);
glGetFloatv(GL_MODELVIEW_MATRIX,mm); glUniformMatrix4fv(ix,1,false,mm);
glBegin(GL_POINTS); glColor3f(0.4,0.4,0.4); glVertex4f(0.0,0.0,0.0,r2); glEnd();
// planet
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(a3,0.0,0.0,1.0);
glTranslatef(R3,0.0,0.0);
glGetFloatv(GL_MODELVIEW_MATRIX,m0);
glRotatef(b,0.0,0.0,1.0);
glGetFloatv(GL_MODELVIEW_MATRIX,mm); glUniformMatrix4fv(ix,1,false,mm);
glBegin(GL_POINTS); glColor3f(0.0,0.7,1.0); glVertex4f(0.0,0.0,0.0,r3); glEnd();
// moon
glLoadMatrixf(m0);
glRotatef(a4,0.0,0.0,1.0);
glTranslatef(R4,0.0,0.0);
glRotatef(b,0.0,0.0,1.0);
glGetFloatv(GL_MODELVIEW_MATRIX,mm); glUniformMatrix4fv(ix,1,false,mm);
glBegin(GL_POINTS); glColor3f(0.4,0.4,0.4); glVertex4f(0.0,0.0,0.0,r4); glEnd();
// moon
glLoadMatrixf(m0);
glRotatef(a5,0.0,0.0,1.0);
glTranslatef(R5,0.0,0.0);
glRotatef(b,0.0,0.0,1.0);
glGetFloatv(GL_MODELVIEW_MATRIX,mm); glUniformMatrix4fv(ix,1,false,mm);
glBegin(GL_POINTS); glColor3f(0.4,0.4,0.4); glVertex4f(0.0,0.0,0.0,r5); glEnd();
glUseProgram(0);
glFlush();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer1Timer(TObject *Sender)
{
// this is periodicaly called by timer
gl_draw();
float dt=0.001*float(Timer1->Interval); // timer period in seconds
a0=fmod(a0+da0*dt,360.0);
a1=fmod(a1+da1*dt,360.0);
a3=fmod(a3+da3*dt,360.0);
a4=fmod(a4+da4*dt,360.0);
a5=fmod(a5+da5*dt,360.0);
b =fmod(b +db *dt,360.0);
}
//---------------------------------------------------------------------------我得到了这个输出(使用我的球体着色器):

该着色器只将点x,y,z,r作为球体的三维中心和半径,发出BBOX四角和渲染内接球面的法线阴影。它还使用颜色和你的3个矩阵。
所以,如果我看得对,你应该这样做:
model = identity;
model = glm::rotate(model, glm::radians(b), glm::vec3(0.0, 1.0, 0.0));
// render star
model = identity;
model = glm::rotate(model, glm::radians(a0), glm::vec3(0.0, 1.0, 0.0));
model = glm::translate(model, glm::vec3(R0, 0.0, 0.0));
model0= model;
model = glm::rotate(model, glm::radians(b), glm::vec3(0.0, 1.0, 0.0));
// render planet
model = model0;
model = glm::rotate(model, glm::radians(a1), glm::vec3(0.0, 1.0, 0.0));
model = glm::translate(model, glm::vec3(R1, 0.0, 0.0));
model = glm::rotate(model, glm::radians(b), glm::vec3(0.0, 1.0, 0.0));
// render moon
model = model0;
model = glm::rotate(model, glm::radians(a2), glm::vec3(0.0, 1.0, 0.0));
model = glm::translate(model, glm::vec3(R2, 0.0, 0.0));
model = glm::rotate(model, glm::radians(b), glm::vec3(0.0, 1.0, 0.0));
// render moon
model = identity;
model = glm::rotate(model, glm::radians(a3), glm::vec3(0.0, 1.0, 0.0));
model = glm::translate(model, glm::vec3(R3, 0.0, 0.0));
model0= model;
model = glm::rotate(model, glm::radians(b), glm::vec3(0.0, 1.0, 0.0));
// render planet
model = model0;
model = glm::rotate(model, glm::radians(a4), glm::vec3(0.0, 1.0, 0.0));
model = glm::translate(model, glm::vec3(R4, 0.0, 0.0));
model = glm::rotate(model, glm::radians(b), glm::vec3(0.0, 1.0, 0.0));
// render moon
model = model0;
model = glm::rotate(model, glm::radians(a5), glm::vec3(0.0, 1.0, 0.0));
model = glm::translate(model, glm::vec3(R5, 0.0, 0.0));
model = glm::rotate(model, glm::radians(b), glm::vec3(0.0, 1.0, 0.0));
// render moon如果这是不起作用的,那么你得到的矩阵顺序和使用的数学或GLM之间的其他不匹配行为与我预期的不同。我用普通的角度来做自我旋转,所以你只需要为你的身体添加索引.
另外,请注意老的GL旋转使用[deg],所以如果GLM想要[rad],您需要转换角度和角速度常数。
如果您想拥有更精确的/与真实世界相关的东西,或者更好地直观地看到以下内容:
发布于 2021-03-26 21:53:29
对象A围绕B级旋转:A的自旋转,A到B的偏移,B的旋转,B的位置平移。因为B是太阳,我假设它在你们的世界起源,而且所有东西都在xz平面上(笛卡尔而不是OpenGL弦),这就是:
model = glm::rotate(identity, glm::radians(-100.0f * time), glm::vec3(1.0, 0.0, 0.0)); //self-rotation
model = glm::translate(model, glm::vec3(8.0, 0.0, 0.0)); // earth is 8 away from sun, where unrotated about sun is 8 units east
model = glm::rotate(model, glm::radians(-100.0f * time), glm::vec3(0.0, 1.0, 0.0)); //rotate about sun
// no need for another translation since sun is at origin然后,对于父为地球的对象,在解决父对象与世界的关系之前,首先解决该关系:
model = glm::rotate(identity, glm::radians(-100.0f * time), glm::vec3(1.0, 0.0, 0.0)); //self-rotation of moon
model = glm::translate(model, glm::vec3(-4.0, 0.0, 0.0)); // moon is 4 away from Earth, where unrotated about Earth is 4 units west
model = glm::rotate(model, glm::radians(-100.0f * time), glm::vec3(0.0, 1.0, 0.0)); //rotate about Earth
// translate to Earth origin, which is calculate from above code block免责声明,我不使用glm-数学,这只是几何转换的顺序,我不知道它是否直接翻译成glm::x
https://stackoverflow.com/questions/66812765
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