如何在Opengl中绕世界轴而不是局部轴旋转对象?

如何解决如何在Opengl中绕世界轴而不是局部轴旋转对象?

说明: 在我的程序中,我确实有一个对象,单击该对象将绘制3个旋转轴。通过单击其中一个轴并在周围移动鼠标,可以旋转对象。

问题:对象始终围绕局部轴旋转而不是围绕世界轴旋转,这会导致不良行为。 为了解决该问题,我尝试了this,但还是没有用。

代码: 当我加载对象时,我将其旋转以使其面向相机。

    m_phantomRotationMatrix = glm::rotate(m_phantomRotationMatrix,-90 * glm::pi<float>() / 180.0f,glm::vec3(1.0f,0.0f,0.0f));
    m_phantomRotationMatrix = glm::rotate(m_phantomRotationMatrix,90 * glm::pi<float>() / 180.0f,glm::vec3(0.0f,1.0f));

然后在事件处理程序中移动鼠标,如果移动鼠标,我将进一步旋转

        case 5: // X rotation axis
        {
            GLfloat xCurrentPosition = wxGetMousePosition().x;
            GLfloat yCurrentPosition = wxGetMousePosition().y;

            m_phantomRotationMatrix = glm::rotate(m_phantomRotationMatrix,(xCurrentPosition - m_xLastPosition) * glm::pi<float>() / 180.0f,0.0f));

            m_xLastPosition = xCurrentPosition;
            m_yLastPosition = yCurrentPosition;
            break;
        }
        case 6: // Y rotation axis
        {
            GLfloat xCurrentPosition = wxGetMousePosition().x;
            GLfloat yCurrentPosition = wxGetMousePosition().y;

            m_phantomRotationMatrix = glm::rotate(m_phantomRotationMatrix,(yCurrentPosition - m_yLastPosition) * glm::pi<float>() / 180.0f,1.0f,0.0f));

            m_xLastPosition = xCurrentPosition;
            m_yLastPosition = yCurrentPosition;
            break;
        }
        case 7: // Z rotation axis
        {
            GLfloat xCurrentPosition = wxGetMousePosition().x;
            GLfloat yCurrentPosition = wxGetMousePosition().y;

            m_phantomRotationMatrix = glm::rotate(m_phantomRotationMatrix,1.0f));

            m_xLastPosition = xCurrentPosition;
            m_yLastPosition = yCurrentPosition;
            break;
        }

主循环

void MyGLCanvas::draw(wxDC& dc)
{
    wxGLCanvas::SetCurrent(*m_glContext);
    glEnable(GL_MULTISAMPLE);
    glViewport(0,m_windowWidth,m_windowHeight);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_STENCIL_TEST);
    glClearDepth(1.0f);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
    glDepthFunc(GL_LEQUAL);

    m_rotationAngleAroundPhantom++;
    glm::mat4 phantomModel,view,projection;
    phantomModel = glm::translate(phantomModel,m_phantomPosition);
    view = m_fpsCamera->getViewMatrix();
    projection = m_fpsCamera->getProjectionMatrix(m_windowWidth,m_windowHeight);
    m_color = glm::vec4(0.310f,0.747f,0.185f,1.0f);
    glm::vec3 lightPos = glm::vec3(0.0f,0.0f);
    glm::vec3 lightColor = glm::vec3(1.0f,1.0f);

    ShaderProgram shaderProgram;
    shaderProgram.loadShaders("Shaders/phantom.vert","Shaders/phantom.frag");

    glClearStencil(0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

    shaderProgram.use();
    shaderProgram.setUniform("phantomRotationMatrix",m_phantomRotationMatrix);
    shaderProgram.setUniform("model",phantomModel);
    shaderProgram.setUniform("view",view);
    shaderProgram.setUniform("projection",projection);
    shaderProgram.setUniform("color",m_color);
    shaderProgram.setUniform("lightColor",lightColor);
    shaderProgram.setUniform("lightPos",m_fpsCamera->getPosition());
    shaderProgram.setUniform("cameraPos",m_fpsCamera->getPosition());

    glStencilMask(0xFF); // Write to stencil buffer
    glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
    glStencilFunc(GL_ALWAYS,0xFF);  // Set any stencil to 0

    glStencilFunc(GL_ALWAYS,1,0xFF); // Set any stencil to object ID
    m_pantomMesh->draw();
    glStencilFunc(GL_ALWAYS,0xFF);  // Set any stencil to 0
    shaderProgram.deleteProgram();

    if (phantomIsSelected && leftMouseClicked)
    {
        drawMovementAxes(phantomModel,projection);
    }

    if (phantomIsSelected && rightMouseClicked)
    {
        drawRotationAxes(phantomModel,projection);
    }

    glFlush();
    wxGLCanvas::SwapBuffers();
}

顶点着色器

#version 330 core

layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 normal;
out vec4 vert_color;
out vec3 Normal;
out vec3 FragPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 phantomRotationMatrix;
uniform vec4 color;

void main()
{
    vert_color = color;
    gl_Position = projection * view * model * phantomRotationMatrix * vec4(pos.x,pos.y,pos.z,1.0);
    FragPos = vec3(model * phantomRotationMatrix * vec4(pos,1.0));
    Normal = vec3(transpose(inverse(phantomRotationMatrix)) * vec4(normal,0.0));
}

解决方法

您具有模型视图矩阵(实际上,它在着色器中),但是您可以在CPU中对其进行完全相同的计算。您只需要将旋转矩阵的倒数与模型矩阵相乘即可​​获得对象空间中的旋转,然后将其相乘/应用于您的对象。

如果我正确理解您的代码,那么您或多或少会这样做:

   World = View * Model * RotationMatrix * Object

然后,RotationMatrix适用于对象。 如果我了解您的需求,那么您想要:

   World = View * WorldRotationMatrix * Model * Object

然后,您只需要求解矩阵方程,这样Model * RotationMatrix2 = WorldRotationMatrix * Model

因此,如果A * B = TA-1*A * B = A-1*T => B = A-1 * T

RotationMatrix2 = Model-1 * WorldRotationMatrix * Model

在上面的注释中,-1表示矩阵的求逆。

请看看here

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