因此,我只是在测试以查看引擎中的工作原理,并尝试使用以下内容来旋转对象。
rot_y = Matrix44.from_y_rotation(glfw.get_time() * 0.5)
但是...它绕原点旋转而不是它的位置。
主要代码: http://hatebin.com/rtuqgeqptw
projection = pyrr.matrix44.create_perspective_projection_matrix(60.0, w_width/w_height, 0.1, 100.0)
sphere_model = matrix44.create_from_translation(Vector3([-4.0,0.0,-3.0]))
monkey_model = matrix44.create_from_translation(Vector3([0.0,0.0,-3.0]))
glUseProgram(shader)
model_loc = glGetUniformLocation(shader, "model")
view_loc = glGetUniformLocation(shader, "view")
proj_loc = glGetUniformLocation(shader, "proj")
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
while not glfw.window_should_close(window):
glfw.poll_events()
do_movement()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
view = cam.get_view_matrix()
glUniformMatrix4fv(view_loc, 1, GL_FALSE, view)
rot_y = Matrix44.from_y_rotation(glfw.get_time() * 0.5)
glBindVertexArray(sphere_vao)
glBindTexture(GL_TEXTURE_2D, sphere_tex)
glUniformMatrix4fv(model_loc, 1, GL_FALSE, rot_y *sphere_model)
glDrawArrays(GL_TRIANGLES, 0, len(sphere_obj.vertex_index))
glBindVertexArray(0)
glBindVertexArray(monkey_vao)
glBindTexture(GL_TEXTURE_2D, monkey_tex)
glUniformMatrix4fv(model_loc, 1, GL_FALSE, monkey_model)
glDrawArrays(GL_TRIANGLES, 0, len(monkey_obj.vertex_index))
glBindVertexArray(0)
glfw.swap_buffers(window)
glfw.terminate()
我不确定问题是什么,为什么它不会围绕自己的观点旋转。
答案 0 :(得分:1)
如果希望模型围绕网格的原点旋转,则必须在模型矩阵之前应用旋转矩阵。首先旋转模型,然后平移它。
进一步注意,AnnotationParser的返回类型为numpy.array
。这意味着您必须先制作一个Matrix44
,然后才能将矩阵相乘。
交换平移和旋转矩阵以解决您的问题:
sphere_model = matrix44.create_from_translation(Vector3([-4.0,0.0,-3.0]))
rot_y = Matrix44.from_y_rotation(glfw.get_time() * 0.5)
# roation before tranasltion
model_mat = Matrix44(sphere_model) * rot_y
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model_mat)
请注意,必须从左到右读取矩阵乘法。另请参见matrix44.create_from_translation
translate * rotate
:
GLSL Programming/Vector and Matrix Operations
rotate * translate
: