我尝试使用不同的旋转方式旋转一些顶点 - GL.Rotate,Matrix4.CreateRotationX和Matrix4.RotateX。令我惊讶的是,他们给出了不同的输 这是创建三个矩阵并将它们输出到控制台的函数。
private void for_debug()
{
Vector3 CubeRotationAnglesInDeg = new Vector3(15, 29, 84);
Matrix4 XCubeRotationMatrix1 = Matrix4.CreateRotationX(Helper.ToRadians(CubeRotationAnglesInDeg.X)),
YCubeRotationMatrix1 = Matrix4.CreateRotationY(Helper.ToRadians(CubeRotationAnglesInDeg.Y)),
ZCubeRotationMatrix1 = Matrix4.CreateRotationZ(Helper.ToRadians(CubeRotationAnglesInDeg.Z));
Matrix4 finalMatrixMine1 = XCubeRotationMatrix1 * YCubeRotationMatrix1 * ZCubeRotationMatrix1;
Matrix4 XCubeRotationMatrix2 = Matrix4.RotateX(Helper.ToRadians(CubeRotationAnglesInDeg.X)),
YCubeRotationMatrix2 = Matrix4.RotateY(Helper.ToRadians(CubeRotationAnglesInDeg.Y)),
ZCubeRotationMatrix2 = Matrix4.RotateZ(Helper.ToRadians(CubeRotationAnglesInDeg.Z));
Matrix4 finalMatrixMine2 = XCubeRotationMatrix2 * YCubeRotationMatrix2 * ZCubeRotationMatrix2;
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.Rotate(CubeRotationAnglesInDeg.X, Vector3.UnitX);
GL.Rotate(CubeRotationAnglesInDeg.Y, Vector3.UnitY);
GL.Rotate(CubeRotationAnglesInDeg.Z, Vector3.UnitZ);
Matrix4 finalMatrixOpen;
GL.GetFloat(GetPName.ModelviewMatrix, out finalMatrixOpen);
Console.WriteLine(finalMatrixMine1.Column0);
Console.WriteLine(finalMatrixMine1.Column1);
Console.WriteLine(finalMatrixMine1.Column2);
Console.WriteLine(finalMatrixMine1.Column3);
Console.WriteLine();
Console.WriteLine(finalMatrixMine2.Column0);
Console.WriteLine(finalMatrixMine2.Column1);
Console.WriteLine(finalMatrixMine2.Column2);
Console.WriteLine(finalMatrixMine2.Column3);
Console.WriteLine();
Console.WriteLine(finalMatrixOpen.Column0);
Console.WriteLine(finalMatrixOpen.Column1);
Console.WriteLine(finalMatrixOpen.Column2);
Console.WriteLine(finalMatrixOpen.Column3);
Console.WriteLine();
Console.WriteLine();
Console.WriteLine();
Console.WriteLine();
Console.WriteLine();
}
这是ToRadians功能
public static float ToRadians(float degrees)
{
return degrees * (float)(Math.PI / 180f);
}
这是正常的,我该怎么做才能使结果相同?
编辑: 这是输出
(0.09142262, -0.9475183, 0.3063508, 0)
(0.8698285, 0.2257573, 0.4386708, 0)
(-0.4848096, 0.2263682, 0.8448178, 0)
(0, 0, 0, 1)
(0.09142262, -0.9475183, 0.3063508, 0)
(0.8698285, 0.2257573, 0.4386708, 0)
(-0.4848096, 0.2263682, 0.8448178, 0)
(0, 0, 0, 1)
(0.09142266, -0.8698285, 0.4848096, 0)
(0.9737504, -0.02382383, -0.2263682, 0)
(0.2084515, 0.4927787, 0.8448178, 0)
(0, 0, 0, 1)
答案 0 :(得分:0)
它们应该相同,至少是Matrix4.CreateRotationX和Matrix4.RotateX。功能的定义是相同的。 在这里:http://www.opentk.com/files/doc/struct_open_t_k_1_1_matrix4.html#ae9868e1bd3b8aa411abd848e107a55af。
答案 1 :(得分:0)
我怀疑你应该以相反的顺序放置你的GL.Rotate()命令以获得所需的结果。