有什么方法可以让所有不与原点中心(vector3(0.0f,0.0f,0.0f))对齐的物体绕自己的中心轴旋转?
What is the way to make all the objects that are not aligned with the origin center (vector3(0.0f,0.0f,0.0f)) , rotate about its own central axis?
伪代码问题:
vector3 vector3 objectCenter = (10,5,0); // current object center
vector3 vector3 objectPosition = (40,5,0); // Place to translate the object
vector3 objectRotation; = 45.0f;
matrix.loadIdentity ();
matrix.translate (objectCenter);
//apply transformations
matrix.rotateX (objectRotation);
matrix.translate (-objectCenter);
//it work correctly until here
//when i try to translate the object to the real position, the rotation is incorrect.
matrix.translate (objectPosition);
我使用 C++、glm(矩阵管理)和 OpenGL.
I use C++, glm (to matrix manage) and OpenGL.
如果您想将对象局部旋转到其自己的坐标系,请执行以下操作:
if you want to rotate object locally to its own coordinate system then do this:
M=inverse(inverse(M)*rotation_matrix);
M
是你的对象变换矩阵rotation_matrix
是任意旋转 (glRotate()
)inverse
是计算逆矩阵的函数,您可以使用我的 逆矩阵计算 或这个 在 C++ 中围绕 LCS x (lrotx) 实现的旋转(在答案的底部)
M
is your object transform matrixrotation_matrix
is any rotation (glRotate()
)inverse
is function that computes the inverse matrix you can use mine inverse matrix computation or this rotation around LCS x (lrotx) implementation in C++ (at the bottom of the answer)[edit1]更多关于M和它代表的坐标系的对象之间的关系
看这里:变换矩阵解剖
M
原点通常是物体的中心(或旋转运动的中心点).M
的轴通常与对象对齐,例如在飞机中,X
轴通常是飞行方向.我比较习惯:
M
origin is usually the middle of object (or point which is center of rotation movements). Axises of M
are usually aligned with object for example in airplanes the X
axis is usually the fly direction. I am more used to:
+z
轴作为正向运动+x
为右,-x 为左+y
向上,-y 向下+z
axis as forward direction movement+x
as right, -x as left+y
as up and -y as downpith,yaw,roll
然后是围绕 x,y,z
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