2014-12-06 105 views
0

我想繞X軸和Y軸旋轉一個立方體。我不知道爲什麼它不適用於這兩個,它只能繞Z軸工作。由於不工作,我的意思是立方體也在移動,它不在原地旋轉。glm旋轉不能正常工作

我使用的相關代碼:

void rotateZ(float angle) { 
     _modelMatrix = glm::rotate(_modelMatrix, -angle, glm::vec3(0,0,1)); 
    } 
    void rotateY(float angle) { 
     _modelMatrix = glm::rotate(_modelMatrix, -angle, glm::vec3(0,1,0)); 
    } 
    void rotateX(float angle) { 
     _modelMatrix = glm::rotate(_modelMatrix, -angle, glm::vec3(1,0,0)); 
    } 
    void translate_to_origin() { 
     _modelMatrix = glm::translate(_modelMatrix, glm::vec3(-(_x + _n/2), -(_y + _n/2), -(_z + _n/2))); 
    } 
    void translate_to_position() { 
     _modelMatrix = glm::translate(_modelMatrix, glm::vec3(_x + _n/2, _y + _n/2, _z + _n/2)); 
    } 
    void translate (float x, float y, float z) { 
     _modelMatrix = glm::translate(_modelMatrix, glm::vec3(x, y, z)); 
    } 

    void create(float x, float y, float z, float n) { 


       std::vector<MyVertexFormat>verts; 
       std::vector<glm::uvec3>indx; 


       verts.push_back(MyVertexFormat(x, y, z, 1,0,0)); 
       verts.push_back(MyVertexFormat(x + n, y, z, 1,0,0)); 
       verts.push_back(MyVertexFormat(x + n, y, z - n, 0,1,0)); 
       verts.push_back(MyVertexFormat(x, y, z - n, 0,0,1)); 

       verts.push_back(MyVertexFormat(x, y + n, z, 1,0,0)); 
       verts.push_back(MyVertexFormat(x + n, y + n, z, 1,0,0)); 
       verts.push_back(MyVertexFormat(x + n, y + n, z - n, 1,0,1)); 
       verts.push_back(MyVertexFormat(x, y - n, z - n, 1,1,1)); 


     indx.push_back(glm::uvec3(0,1,2)); 
       indx.push_back(glm::uvec3(2,3,0)); 

     indx.push_back(glm::uvec3(4,5,6)); 
       indx.push_back(glm::uvec3(6,7,4)); 


     indx.push_back(glm::uvec3(0,1,4)); 
       indx.push_back(glm::uvec3(4,5,1)); 


     indx.push_back(glm::uvec3(1,2,5)); 
       indx.push_back(glm::uvec3(5,6,2)); 


     indx.push_back(glm::uvec3(0,3,4)); 
       indx.push_back(glm::uvec3(4,7,3)); 


     indx.push_back(glm::uvec3(2,3,7)); 
       indx.push_back(glm::uvec3(7,6,2)); 


     //vao 
       glGenVertexArrays(1, &mesh_vao); 
       glBindVertexArray(mesh_vao); 

       //vbo 
       glGenBuffers(1, &mesh_vbo); 
       glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo); 
       glBufferData(GL_ARRAY_BUFFER, sizeof(MyVertexFormat) * verts.size(), &verts[0], GL_STATIC_DRAW); 

       //ibo 
       glGenBuffers(1, &mesh_ibo); 
       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_ibo); 
       glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indx.size() * 3, &indx[0], GL_STATIC_DRAW); 

       int pipe = glGetAttribLocation(_glProgramShader, "in_position"); 
       glEnableVertexAttribArray(pipe); 
       glVertexAttribPointer(pipe, 3, GL_FLOAT, GL_FALSE, sizeof(MyVertexFormat), (void*)0); 

       pipe = glGetAttribLocation(_glProgramShader, "in_color"); 
       glEnableVertexAttribArray(pipe); 
       glVertexAttribPointer(pipe, 3, GL_FLOAT, GL_FALSE, sizeof(MyVertexFormat), (void*)sizeof(glm::vec3)); 
       mesh_num_indices = indx.size() * 3; 
    } 

要旋轉我使用立方體:

cube->translate_to_position(); 
cube->rotateY(angle); 
cube->translate_to_origin(); 
+0

我還沒有研究過整個事情,但'translate_to_origin()'中使用的運算符看起來不一致。爲什麼你用'-'代替x,而用'+'代替y和z? – 2014-12-06 19:59:13

+0

對不起。這只是一個編輯錯誤。我編輯了帖子 – 2014-12-06 20:02:48

+1

頂點座標也有一些奇怪的地方。部分是'+ n',部分是' - n'。例如,對於y座標,它使用所有'y','y + n'和'y - n'。我不認爲你會從中得到一個立方體。 – 2014-12-06 20:10:05

回答

0

我解決了這個問題!我沒有正確構建幼仔。正確的方法是

  verts.push_back(MyVertexFormat(x, y, z, 1,0,0)); 
      verts.push_back(MyVertexFormat(x + n, y, z, 1,0,0)); 
      verts.push_back(MyVertexFormat(x + n, y, z + n, 0,1,0)); 
      verts.push_back(MyVertexFormat(x, y, z + n, 0,0,1)); 

      verts.push_back(MyVertexFormat(x, y + n, z, 1,0,0)); 
      verts.push_back(MyVertexFormat(x + n, y + n, z, 1,0,0)); 
      verts.push_back(MyVertexFormat(x + n, y + n, z + n, 1,0,1)); 
      verts.push_back(MyVertexFormat(x, y + n, z + n, 1,1,1));