My goal is moving object by arrow keys pressing. For this purpose in callback I create translate matrix from some offset and multiply it to world matrix. However it doesn't work - cube doesn't move by pressing keys. I also noticed using glTranslate() directly with setted offset works good but looks like crutch. I mean, I should use only translation matrices for any transformation of model.
Where is the problem in my code? How to fix it? Why glTranslate() works good?
Minimal code example:
glm::mat4 mWorldMatrix;
glm::mat4 mViewMatrix;
glm::mat4 mProjMatrix;
void onKeyCallback(GLFWwindow*, int key, int scan, int action, int mods)
{
switch (key)
{
case GLFW_KEY_UP:
{
auto translationMatrix = glm::translate(glm::mat4{}, glm::vec3{ 0, 1, 0 });
mWorldMatrix = mWorldMatrix * translationMatrix;
break;
}
case GLFW_KEY_DOWN:
{
auto translationMatrix = glm::translate(glm::mat4{}, glm::vec3{ 0, -1, 0 });
mWorldMatrix = mWorldMatrix * translationMatrix;
break;
}
case GLFW_KEY_LEFT:
{
auto translationMatrix = glm::translate(glm::mat4{}, glm::vec3{ -1, 0, 0 });
mWorldMatrix = mWorldMatrix * translationMatrix;
break;
}
case GLFW_KEY_RIGHT:
{
auto translationMatrix = glm::translate(glm::mat4{}, glm::vec3{ 1, 0, 0 });
mWorldMatrix = mWorldMatrix * translationMatrix;
break;
}
}
}
int main()
{
glfwInit();
const int weight = 640;
const int height = 480;
auto mWindow = glfwCreateWindow(weight, height, "TesT", nullptr, nullptr);
glfwMakeContextCurrent(mWindow);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
mWorldMatrix = glm::mat4{ 1.0f };
mViewMatrix = glm::lookAt(glm::vec3{ 0, 0, -1 },
glm::vec3{ 0, 0, 0 },
glm::vec3{ 0, 1, 0 });
mProjMatrix = glm::perspective(glm::radians(45.0f),
static_cast<float>(weight) / height,
0.1f,
100.0f);
glfwSetKeyCallback(mWindow, onKeyCallback);
while (!glfwWindowShouldClose(mWindow)) {
glClearColor(0.5, 0.5, 0.5, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0,0, weight, height);
auto modelViewMatrix = mViewMatrix * mWorldMatrix;
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(static_cast<const float*>(glm::value_ptr(modelViewMatrix)));
glMatrixMode(GL_PROJECTION_MATRIX);
glLoadMatrixf(static_cast<const float*>(glm::value_ptr(mProjMatrix)));
Cube cube{ glm::vec3{0.5, 0.5, 0.5}, 1 }; //cube with center in {0.5} and side length 1
auto vertices = cube.soup(); //vector of vertex
glTranslatef(0 /* + offset.x*/, 0/* + offset.y*/, -5); //Setting offset here is work good
glBegin(GL_TRIANGLES);
for (const auto& vertex : vertices)
{
glColor3f(vertex.position.x, vertex.position.y, vertex.position.z);
glVertex3f(vertex.position.x, vertex.position.y, vertex.position.z);
}
glEnd();
glfwSwapBuffers(mWindow);
glfwWaitEvents();
}
glfwTerminate();
return 0;
}
Note, that drawing by glBegin/glEnd sequences and the fixed function matrix stack and fixed function. See Fixed Function Pipeline and Legacy OpenGL.
Read about Vertex Specification and Shader for a state of the art way of rendering.
The projection matrix should be applied to the projection matrix stack and the model view matrix to the model view matrix stack.
There are 2 issues.
GL_PROJECTION_MATRIX is not a valid enum constant for glMatrixMode and will cause a GL_INVALID_ENUM error. The valid enum constant for the projection matrix mode is GL_PROJECTION. GL_PROJECTION_MATRIX would be used for reading the current projection matrix by glGetFloatv.
If you want to apply additional transformation to the model, then you have to choose the GL_MODELVIEW matrix before. If the GL_PROJECTION matrix is "selected", this state is kept until it is changed again explicitly.
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(static_cast<const float*>(glm::value_ptr(modelViewMatrix)));
glMatrixMode(GL_PROJECTION); // <----- `GL_PROJECTION` instead of `GL_PROJECTION_MATRIX`
glLoadMatrixf(static_cast<const float*>(glm::value_ptr(mProjMatrix)));
// [...]
glMatrixMode(GL_MODELVIEW); // <-------- specify `GL_MODELVIEW`
glTranslatef(0 /* + offset.x*/, 0/* + offset.y*/, -5); //Setting offset here is work good
Because in every loop you set the cube to the original position. You should define these objects outside the loop. Then you can mutate them in the while loop.
In openGL lessons at the university I had very much use of a youtube series from "The Cherno". He made openGL course.
Related
Need to get global absolute scale of object to display it with OpenGL.
When I just multiply scale vectors of parents and children, I get absolute scale for world axes space. When I rotate object, it scales along global axes, not local.
I decided that I need to rotate scale vector too. But:
When I am trying to rotate it with direction vector - it values sometimes are going to 0, and scale too.
{ scale.x * forward.x , scale.y * forward.y , scale.z * forward.z }
When I am trying to rotate it with glm::rotate, it makes unexpected results, like infinite rotating/scaling, wrench and other effects on meshes.
auto globalScale = glm::vec3(scale.x, scale.y, scale.z);
globalScale = glm::rotate(globalScale, rotation.x, {1,0,0});
globalScale = glm::rotate(globalScale, rotation.y, {0,1,0});
globalScale = glm::rotate(globalScale, rotation.z, {0,0,1});
My rendering code:
void Render(Material *mat, Transform* tr){
glEnable(GL_COLOR_MATERIAL);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
// Get object transformations
Vector3 pos = tr->globalPosition();
Vector3 rot = tr->globalRotation();
Vector3 scale = (tr->globalScale());
auto globalScale = glm::vec3(scale.x, scale.y, scale.z);
// First, scaling, then rotating, then translating in world space
// ( Initially all objects rendering starts at (0,0,0) )
glScaled(globalScale.x, globalScale.y, globalScale.z);
glRotatef(rot.x, 1.0, 0.0, 0.0);
glRotatef(rot.y, 0.0, 1.0, 0.0);
glRotatef(rot.z, 0.0, 0.0, 1.0);
glTranslated(pos.x, pos.y, pos.z);
// Rendering
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3,GL_FLOAT,0,vertexArray);
glNormalPointer(GL_FLOAT,0,normalArray);
glClientActiveTexture(GL_TEXTURE0_ARB);
glTexCoordPointer(2,GL_FLOAT,0,uvArray);
glDrawArrays(GL_TRIANGLES,0,numVerts);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// Rolling transformations back
glTranslated(-pos.x, -pos.y, -pos.z);
glRotated(-rot.z, 0.0, 0.0, 1.0);
glRotated(-rot.y, 0.0, 1.0, 0.0);
glRotated(-rot.x, 1.0, 0.0, 0.0);
glScaled(1/globalScale.x, 1/globalScale.y, 1/globalScale.z);
}
Rendering call:
void RenderObject(GameObject* go){
for(auto goc : go->children)
goc->Update<MeshRenderer>();//RenderObject(goc);
}
void RenderScene(){
auto scene = EditorInstance::GetSingleton()->currentScene;
for(auto go : scene->hierarchy){
RenderObject(go);
if(auto mr = (go->GetComponent<Camera>())){
mr->Update();
}
}
}
... render->setOnRender(RenderScene); ...
Main rendering method:
int render()
{
#ifdef EDITOR
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); // Bind our frame buffer for rendering
glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); // Push our glEnable and glViewport states
DrawGrid(100);
#else
if(NukeOGL::getSingleton() != this){
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); // Bind our frame buffer for rendering
glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); // Push our glEnable and glViewport states
}
#endif
//glClearColor(0, 0, 0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity ();
gluLookAt(transform->position.x,
transform->position.y,
transform->position.z,
transform->position.x + transform->direction().x,
transform->position.y + transform->direction().y,
transform->position.z + transform->direction().z,
0.0,
1.0,
0.0);
if(_onRender.size() > 0)
for(auto _rn : _onRender){
_rn();
}
#ifdef EDITOR
glPopAttrib(); // Restore our glEnable and glViewport states
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // Unbind our texture
#else
if(NukeOGL::getSingleton() != this){
glPopAttrib(); // Restore our glEnable and glViewport states
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // Unbind our texture
}
#endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(_onGUI.size() > 0)
for(auto _rn : _onGUI){
_rn();
}
glutSwapBuffers();
//glutPostRedisplay();
return 0;
}
What I am doing wrong? What I should do to make it right scale from local to world space?
Scale and rotation are linear transformations, their effects are relative to distance to origin of coordinates system. You must apply them in a proper order and with a proper origin each.
I explain in 2D so it's easier to understand.
Say you have a rectangle of size axb, whose center is at {cx,cy} and you want to scale and rotate (in this order). Then you first translate to {0,0} then scale, then rotate, then translate it back to {cx,cy}. Since each transformation is defined by a matrix, and usually OpenGL matrices are defined in column-mayor order, the composed matrix for this object may be:
MObj_i = MObj_i_trans(cx,cy) * MObj_i_rot(cangle, caxis) * MObj_i_sca(cfactor) * MObj_i_trans(-cx,-cy)
After you do those transformations for each object (with its own center/scale/rotation each) you want a "global" scale and rotation. Again you need a center of scale/rotation:
MGlobal = MGlo_trans(gx,gy) * MGlo_rot(gangle, gaxis) * MGlo_sca(gfactor) * MGlo_trans(-gx,-gy)
Usually the world center is `{0,0}' so you can avoid translations:
MGlobal = MGlo_rot(gangle, gaxis) * MGlo_sca(gfactor)
The good news is that the transformations can be combined into an only matrix. So, for each object, you apply the matrix:
MObjec_i = MGlobal * MObj_i
If you use glm for these maths, don't forget to inializate an Identity matrix:
glm::mat4 objScale(1.0);
objScale(objScale, vec3(fx, fy, fz));
glm::mat4 objRotate(1.0);
objRotate(objRotate, angle, vec3(axis.x, axis.y, axis.z));
etc.
I'm really pulling my hair out with this problem. I'm trying to create a simple game where the player rolls a ball around a playing area.
I'm using WinAPI for window management and input handling.
I tried to render some simple quads too, instead of the GLU sphere, but that didn't work either.
I've separated the code across different classes. I present the relevant code below. This code is in my WinMain:
while (running) {
PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE);
if (msg.message == WM_QUIT)
running = false;
else {
// handle key presses
// update
gameWorld->update(getDirections());
// render
gameWorld->render(deviceContext);
// I added this block of code for testing, still does not work
glColor4f(1, 1, 1, 1);
glBegin(GL_QUADS);
glVertex3f(10, 10, 0);
glVertex3f(10, -10, 0);
glVertex3f(-10, -10, 0);
glVertex3f(-10, 10, 0);
glEnd();
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
Here's GameWorld.cpp:
GameWorld::GameWorld()
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
this->ball = new Ball(1, 10, 10);
this->camera = new Camera(ball);
}
GameWorld::~GameWorld()
{
delete this->ball;
}
void GameWorld::render(HDC deviceContext) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
this->ball->draw();
SwapBuffers(deviceContext);
}
void GameWorld::update(Directions dirs) {
glLoadIdentity();
this->ball->handleInput(dirs);
this->ball->update();
this->camera->update();
}
Here's Camera update method:
void Camera::update() {
GLdouble ballX = ball->getLocation()->getX();
GLdouble ballY = ball->getLocation()->getY();
GLdouble ballZ = ball->getLocation()->getZ();
GLdouble x = ballX + cos(90) * this->distanceFromBall;
GLdouble y = ballY + cos(90) * this->distanceFromBall;
GLdouble z = ballZ + cos(90) * this->distanceFromBall;
gluLookAt(
x, y, z,
ballX, ballY, ballZ,
0, 1, 0
);
}
Here's the Ball draw method:
void Ball::draw() {
glPushMatrix();
this->quadric = gluNewQuadric();
glTranslated(this->location->getX(), this->location->getY(), this->location->getZ());
gluQuadricDrawStyle(this->quadric, GLU_FILL);
glColor4f(1, 1, 1, 1);
gluSphere(this->quadric, this->radius, this->slices, this->stacks);
gluDeleteQuadric(this->quadric);
glPopMatrix();
}
What the #!#% is wrong with this code? I should get this thing done in a week, so I really could use some help...
I had to use the gluPerspective() function to make this work. My GameWorld constructor now looks like this:
GameWorld::GameWorld()
{
glViewport(0, 0, WIDTH, HEIGHT); // reset the viewport to new dimensions
glMatrixMode(GL_PROJECTION); // set projection matrix current matrix
glLoadIdentity(); // reset projection matrix
// calculate aspect ratio of window
gluPerspective(54.0f, (GLfloat)WIDTH / (GLfloat)HEIGHT, 1.0f, 1000.0f);
glMatrixMode(GL_MODELVIEW); // set modelview matrix
glLoadIdentity();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
this->ball = new Ball(1, 20, 20);
this->camera = new Camera(ball);
}
The code is copied from the sample code of Dave Astle's book "OpenGL Game Programming".
Here's the vertex buffer information of the quad I'm drawing:
static const GLfloat pv_quad[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
This quad is used to draw 2D frames on the screen as part of the graphical user interface. The class I use to do this is Mage::Interface::Frame. I'll spare you the header definition and instead give you the class's implementation, as it's small. There's some test code in here, so ignore the fact the shader is part of the class. I know it shouldn't be there.
#include <Mage/Root.h>
#include <Mage/Interface/Frame.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
using Mage::Interface::Frame;
Frame::Frame()
: width(300), height(200), position(0, 0), color(1.0, 1.0, 1.0), model(1.0), rotation(0) {
prog.compileFile("Data/Shaders/FrameVertex.glsl", Mage::ShaderType::VERTEX);
prog.compileFile("Data/Shaders/FrameFragment.glsl", Mage::ShaderType::FRAGMENT);
prog.link();
this->calcTransform();
}
void Frame::setSize(int w, int h) {
this->width = w;
this->height = h;
this->calcTransform();
}
void Frame::setColor(int r, int g, int b) {
this->color = glm::vec3(float(r) / 256, float(g) / 256, float(b) / 256);
}
void Frame::setRotation(float degrees) {
this->rotation = glm::radians(degrees);
this->calcTransform();
}
void Frame::calcTransform() {
this->model = glm::mat4(1.0f); // reset model to origin.
// 1280 and 720 are the viewport's size. This is only hard coded for tests.
this->model = glm::scale(this->model, glm::vec3(float(width) / 1280, float(height) / 720, 1.0f));
this->model = glm::rotate(this->model, this->rotation, glm::vec3(0.0f, 0.0f, 1.0f));
this->model = glm::translate(this->model, glm::vec3(position.x, position.y, 0.0f));
}
void Frame::draw() {
Mage::VertexObject obj = ROOT.getRenderWindow()->getVertexBufferObject()->getObject("PrimitiveQuad");
prog.use();
prog.setUniform("mvp", this->model);
prog.setUniform("fColor", this->color);
glEnableVertexAttribArray(0);
ROOT.getRenderWindow()->getVertexBufferObject()->bind();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)obj.begin);
glDrawArrays(GL_TRIANGLE_STRIP, 0, obj.size);
glDisableVertexAttribArray(0);
}
Here's the drawing function that's called every frame:
void RenderWindow::render() {
Mage::Interface::Frame F;
F.setSize(400, 200);
F.setRotation(0);
while (glfwWindowShouldClose(this->win) == 0) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
F.draw();
glfwSwapBuffers(this->win);
glfwPollEvents();
}
}
When I have setRotation(0), the resulting quad is indeed, 400 pixels wide and 200 pixels high, right in the centre of my screen as you would expect.
However, if I set the rotation to (90), well, this happens:
As you can see, that's not at all close to a 90 degrees turn. It should be 400px high and 200px wide.
Anyone care to explain what's going on here?
EDIT: Some playing around has shown me that the problem is with the scale, not the rotation. When I comment out the scale, the rotation appears to be correct.
The angle argument to glm::rotate() is in radians, not degrees:
m: Input matrix multiplied by this rotation matrix.
angle: Rotation angle expressed in radians.
axis: Rotation axis, recommanded [sic] to be normalized.
Use this:
void Frame::setRotation(float degrees) {
this->rotation = glm::radians( degrees );
this->calcTransform();
}
I am assuming that this game is supposed to be a 3D game with a 2D GUI, although this was not specified in the question, though not entirely necessary, as my answer will be the same.
When rendering with a 3D matrix, using a perspective view (Field of View taken into account), as opposed to using an orthographic view, the shapes will bend to their position depending on the fov.
So with that, I propose that you use a simple solution, and initialize a 2D viewing matrix (or orthographic matrix) for your 2D interface. If you are just looking for a simple way to render a 2D quad onto the screen freeGLUT(free Graphics Library Utility Toolkit) is there for you. There are plenty of docs out there to help install freeglut, so once you finish that, initialize a 2D rendering matrix, then render the quad using glVertex2i/f or glVertex3i/f, like so:
void setView2d()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, *SCREEN_WIDTH, *SCREEN_HEIGHT, 0);
glMatrixMode( GL_MODELVIEW );
glDisable(GL_DEPTH_TEST);
glLoadIdentity();
}
void setView3d()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, (GL_FLOAT)*SCREEN_WIDTH / *SCREEN_HEIGHT, 0.1, 100);
glEnable(GL_DEPTH_TEST);
glLoadIdentity();
}
void render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_TEST);
setView2d(); //Render 2D objects
glPushMatrix();
{
//glTranslatef() and glRotatef() still work for 2D
//if using rotate, rotate on z axis, like so:
glRotatef(90, 0, 0, 1);
glBegin(GL_TRIANGLES);
{
glVertex2i(0, 0);
glVertex2i(100, 0);
glVertex2i(0, 100);
/*
glVertex2i is replacable with glVertex2f, glVertex3i, and glVertex3f
if using a glVertex3, set the z value to 0
*/
}
glEnd();
}
glPopMatrix();
setView3d(); //Render 3D objects
glPushMatrix();
{
//render 3D stuff
}
glPopMatrix();
glutSwapBuffers();
}
I should also mention that when using the gluOrtho2D, coordinates used in vertex x,y are based on pixels, instead of the 3D blocks.
Hope this helped,
-Nick
My 3D world draws perfectly every time but the 2D text never draws. The code below features my latest effort using a tutorial from lighthouse3D. I get the feeling its something stupidly simple and im just not seeing it.
Rendering code :
void ScreenGame::draw(SDL_Window * window)
{
glClearColor(0.5f,0.5f,0.5f,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up projection matrix
glm::mat4 projection(1.0);
projection = glm::perspective(60.0f,800.0f/600.0f,1.0f,150.0f);
rt3d::setUniformMatrix4fv(shaderProgram, "projection", glm::value_ptr(projection));
GLfloat scale(1.0f); // just to allow easy scaling of complete scene
glm::mat4 modelview(1.0); // set base position for scene
mvStack.push(modelview);
mvStack.top() = glm::lookAt(camera->getEye(),camera->getAt(),camera->getUp());
glm::vec4 tmp = mvStack.top()*lightPos;
light0.position[0] = tmp.x;
light0.position[1] = tmp.y;
light0.position[2] = tmp.z;
rt3d::setLightPos(shaderProgram, glm::value_ptr(tmp));
glUseProgram(skyBoxShader); // Switch shaders, reset uniforms for skybox
rt3d::setUniformMatrix4fv(skyBoxShader, "projection", glm::value_ptr(projection));
glDepthMask(GL_FALSE); // make sure depth test is off
glm::mat3 mvRotOnlyMat3 = glm::mat3(mvStack.top());
mvStack.push( glm::mat4(mvRotOnlyMat3) );
skyBox->draw(mvStack); // drawing skybox
mvStack.pop();
glDepthMask(GL_TRUE); // make sure depth test is on
mvStack.top() = glm::lookAt(camera->getEye(),camera->getAt(),camera->getUp());
glUseProgram(shaderProgram); // Switch back to normal shader program
rt3d::setUniformMatrix4fv(shaderProgram, "projection", glm::value_ptr(projection));
rt3d::setLightPos(shaderProgram, glm::value_ptr(tmp));
rt3d::setLight(shaderProgram, light0);
// Draw all visible objects...
Ball->draw(mvStack);
ground->draw(mvStack);
building1->draw(mvStack);
building2->draw(mvStack);
setOrthographicProjection();
glPushMatrix();
glLoadIdentity();
renderBitmapString(5,30,1,GLUT_BITMAP_HELVETICA_18,"Text Test");
glPopMatrix();
restorePerspectiveProjection();
SDL_GL_SwapWindow(window); // swap buffers
}
using the following methods :
void setOrthographicProjection() {
// switch to projection mode
glMatrixMode(GL_PROJECTION);
// save previous matrix which contains the
//settings for the perspective projection
glPushMatrix();
// reset matrix
glLoadIdentity();
// set a 2D orthographic projection
glOrtho(0.0F, 800, 600, 0.0F, -1.0F, 1.0F);
// switch back to modelview mode
glMatrixMode(GL_MODELVIEW);
}
void restorePerspectiveProjection() {
glMatrixMode(GL_PROJECTION);
// restore previous projection matrix
glPopMatrix();
// get back to modelview mode
glMatrixMode(GL_MODELVIEW);
}
void renderBitmapString(
float x,
float y,
int spacing,
void *font,
char *string) {
char *c;
int x1=x;
for (c=string; *c != '\0'; c++) {
glRasterPos2f(x1,y);
glutBitmapCharacter(font, *c);
x1 = x1 + glutBitmapWidth(font,*c) + spacing;
}
}
I am trying to make a tank game. I have successfully loaded an OBJ model, and calculated its bounding box for the model at the origin.
I am now trying to apply the transformations done to my model in the game logic to the original coordinates for the bounding box. For this, I grab the modelview matrix right before drawing my model, then multiply this matrix for the two vectors that define the BBox.
Here is the code that draws my tank:
void drawTank()
{
bBox = calcBBox(modelo, 1);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texTank);
glScalef(0.2, 0.2, 0.2);
glTranslatef(posTank.x,posTank.y,posTank.z);
glRotatef(anguloTanque, 0, 1, 0); // rotate around Y (horizontal)
glRotatef(90, 0, 1, 0);
glRotatef(-90, 1, 0, 0);
glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
glmDraw(modelo, GLM_TEXTURE | GLM_MATERIAL);
glColor3f(1,0,0);
drawBBox(bBox);
glPopMatrix();
}
With this snippet, my bbox is properly drawn over the tank model (transformations are applied in rendering by the glTranslate & glRotate functions). As you can see I also grab here my ModelView matrix.
Then I apply this matrix as follows (this is my entire display function):
void Display(void) {
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
camera();
glEnable(GL_TEXTURE_2D);
//glTranslatef(0,-40,150);
//PLANE
glBindTexture(GL_TEXTURE_2D, texArena);
glBegin(GL_POLYGON);
glTexCoord2f( 0.0f, 0.0f );
glVertex3f(-500, 0, -500);
glTexCoord2f( 5.0f, 5.0f );
glVertex3f(500, 0, -500);
glTexCoord2f(5.0f, 0.0f );
glVertex3f(500, 0, 500);
glTexCoord2f( 0.0f, 5.0f );
glVertex3f(-500, 0, 500);
glEnd();
drawTank();
glPopMatrix();
point3D max = bBox.max;
point3D min = bBox.min;
point3D resultMax;
point3D resultMin;
//Transformacion
multVectorByMatrix(matrix, max, resultMax);
multVectorByMatrix(matrix, min, resultMin);
bBox.max.x = resultMax.x; bBox.max.y = resultMax.y; bBox.max.z = resultMax.z;
bBox.min.x = resultMin.x; bBox.min.y = resultMin.y; bBox.min.z = resultMin.z;
glPushMatrix();
glColor3f(1,1,1);
drawBBox(bBox);
glPopMatrix();
glFlush();
glutSwapBuffers();
}
The function that multiplies a vector by a matrix:
void multVectorByMatrix(float* matrix, point3D vector, point3D &result)
{
result.x = (matrix[0] * vector.x) +
(matrix[4] * vector.y) +
(matrix[8] * vector.z) +
matrix[12];
result.y = (matrix[1] * vector.x) +
(matrix[5] * vector.y) +
(matrix[9] * vector.z) +
matrix[13];
result.z = (matrix[2] * vector.x) +
(matrix[6] * vector.y) +
(matrix[10] * vector.z) +
matrix[14];
}
If I draw the bounding box with this render loop, then my bounding box gets drawn but transformations are not applied properly. I can see the bounding box moving correctly with translations, but rotations are not done right.
What might be the problem here?
edit: some screenshots
Your problem is in this code.
point3D max = bBox.max;
point3D min = bBox.min;
point3D resultMax;
point3D resultMin;
//Transformacion
multVectorByMatrix(matrix, max, resultMax);
multVectorByMatrix(matrix, min, resultMin);
bBox.max.x = resultMax.x; bBox.max.y = resultMax.y; bBox.max.z = resultMax.z;
bBox.min.x = resultMin.x; bBox.min.y = resultMin.y; bBox.min.z = resultMin.z;
glPushMatrix();
glColor3f(1,1,1);
drawBBox(bBox);
glPopMatrix();
You take two vertices from your box and then apply transformations to them, then you use this transformed vertices to display a box, which of course will be axis aligned, because that's the only box you can get from just two opposite vertices. And you can see on your screenshot, that you bbox and the correct bbox have common vertices - these are exactly the vertices you applied your transformations to. So, in order to get a correct bbox, you need to get all vertices of the bbox and apply these transformations to all of them. Then you'll get exactly what you want.