Welcome to ShenZhenJia Knowledge Sharing Community for programmer and developer-Open, Learning and Share
menu search
person
Welcome To Ask or Share your Answers For Others

Categories

I am rendering a cone, and I would like to rotate it, 90 degrees anti-clockwise, so that the pointy end faces west! I am using OpenGL 3+.

Here is my code in my Cone.cpp so far:

//PROJECTION
    glm::mat4 Projection = glm::perspective(45.0f, 1.0f, 0.1f, 100.0f);

    //VIEW
    glm::mat4 View = glm::mat4(1.);
    View = glm::translate(View, glm::vec3(2.0f,4.0f, -25.0f));

    //MODEL
    glm::mat4 Model = glm::mat4(1.0);
    //Scale by factor 0.5
    Model = glm::scale(glm::mat4(1.0f),glm::vec3(0.5f));

    glm::mat4 MVP = Projection * View * Model;
    glUniformMatrix4fv(glGetUniformLocation(shaderprogram_spaceship, "MVP_matrix"), 1, GL_FALSE, glm::value_ptr(MVP));

    glClearColor(0.0, 0.0, 0.0, 1.0);

    glDrawArrays(GL_LINE_STRIP, start_cone, end_cone );

Not all of the code is shown.

Can somebody guide me through the rotation? I do have to multiply the View matrix right ? with "glm rotate" function ?

See Question&Answers more detail:os

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
thumb_up_alt 0 like thumb_down_alt 0 dislike
479 views
Welcome To Ask or Share your Answers For Others

1 Answer

You need to multiply your Model matrix. Because that is where model position, scaling and rotation should be (that's why it's called the model matrix).

All you need to do is (see here)

Model = glm::rotate(Model, angle_in_radians, glm::vec3(x, y, z)); // where x, y, z is axis of rotation (e.g. 0 1 0)

Note that to convert from degrees to radians, use glm::radians(degrees)

That takes the Model matrix and applies rotation on top of all the operations that are already in there. The other functions translate and scale do the same. That way it's possible to combine many transformations in a single matrix.

note: earlier versions accepted angles in degrees. This is deprecated since 0.9.6

Model = glm::rotate(Model, angle_in_degrees, glm::vec3(x, y, z)); // where x, y, z is axis of rotation (e.g. 0 1 0)

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
thumb_up_alt 0 like thumb_down_alt 0 dislike
Welcome to ShenZhenJia Knowledge Sharing Community for programmer and developer-Open, Learning and Share
...