3D rotation in OpenGL - c++

So I'm trying to do some rotation operations on an image in openGL based on quaternion information, and I'm wondering, is there a way to define the location of my image by a vector (let's say (001)), and then apply the quaternion to that vector to rotate my image around an arbitrary origin? I've been using GLM for all the math work. (Using C++)
Or is there a better way to do this that I haven't figured out yet?

If you want to rotate around a point P = {x, y, z} then you can simply translate by -P, rotate around the origin and then translate back by P.

The order in which the transforms should be applied are:
scale -> translation to point of rotation -> rotation -> translation
So your final matrix should be computed:
glm::mat4 finalTransform = translationMat * rotationMat * translationToPointOfRotationMat * scaleMat;

Related

Implementing arcball rotation axis without projection matrix?

I have a question about implementing the arcball in opengl es, using Android Studio.
After calculating the rotation axis, I should reverse the axis through the rendering pipeline back to the object space, so that the rotation could be applied in the object space.
This part would be written like:
obj_rotateAxis = normalize(vec3(inverse(mat3(camera->projMatrix) * mat3(camera->viewMatrix) * mat3(teapot->worldMatrix)) * rotateAxis));
However, I heard that the correct form should be like:
obj_rotateAxis = normalize(vec3(inverse(mat3(camera->viewMatrix) * mat3(teapot->worldMatrix)) * rotateAxis));
where projMatrix is discarded. Why do we not consider the projection matrix when we implement the arcball, although projection transform is done for the object?
As far as I know, you use the arcBall to compute an angle of rotation you will apply to your object. When you want to rotate an object you want to make it rotate from the origin of the world (world matrice) or from the viewpoint (view matrice).
The projection matrice doesn 't represent the actual location of your object. The farest you are located the smaller you will get you don't want the depth to have an effect on your rotation.
So you compute the rotation from the view point or the origin and then you let the projection matrice do its job at render.

OpenGL chained translations/rotations

I have a generic OpenGL 3D world, centered on (0,0,0) at start. I implemented a standard trackball, based on this code. This implements rotations as small increments/transformations to the current modelview matrix,
// We need to apply the rotation as the last transformation.
// 1. Get the current matrix and save it.
// 2. Set the matrix to the identity matrix (clear it).
// 3. Apply the trackball rotation.
// 4. Pre-multiply it by the saved matrix.
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)objectXform);
glLoadIdentity();
glRotatef(rot_angle, rotAxis.x, rotAxis.y, rotAxis.z);
glMultMatrixf((GLfloat *)objectXform);
This part works perfectly. But then I wantes to implement translations, and I am doing this also as small increments to the modelview matrix,
glTranslatef(-dx, -dy, 0.f);
This also works as expected (no matter how the world is rotated, the translation goes along with the mouse, i.e., the model goes behind the mouse.
The problem comes when I try to rotate after the translation: I want the rotation to be around the world center, but that will not happen after user translations. I tried to store the absolute translation and compensate for it, but obviously it does not work. I did it as folows:
// Translation part, store absolute translation
m_mouseInfo.m_fTotalTranslationX -= dx;
m_mouseInfo.m_fTotalTranslationY -= dy;
glTranslatef(-dx, -dy, 0.f);
...
// Rotation, try to apply the rotation around (0,0,0)
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)objectXform);
glLoadIdentity();
// Try to compensate for the translation and do the rotation aroun (0,0,0) but won't work
glTranslatef(m_mouseInfo.m_fTotalTranslationX, m_mouseInfo.m_fTotalTranslationY, 0.f);
glRotatef(rot_angle, rotAxis.x, rotAxis.y, rotAxis.z);
glTranslatef(-m_mouseInfo.m_fTotalTranslationX, -m_mouseInfo.m_fTotalTranslationY, 0.f);
glMultMatrixf((GLfloat *)objectXform);
How can I store the absolute translation to compensate for it when I apply the rotation and therefore rotate the scene around the origin?
Or, in other words, how can I just rotate the world around the origin when I have cumulative transfromations?
To translate around a point (x,y), first translate by (x,y), then rotate, then translate by -(x,y).
Now, if your world has been transformed by M (some matrix), then the origin of the world before that transformation is located at M^-1 (0,0).
Suppose your world transformation from the original is M, and you want to perform some rotation R, but that rotation should be around the original origin, but the rotation matrix R is expressed in terms rotation around the point (0,0) (as is the style).
Then R' = M R M^-1 will generate a new matrix R' that consists of rotating by R around the original (0,0). Then M' = R' M is the matrix that represents starting with nothing, and then doing M, then doing R around the origin.
If you are doing cumulative transformations on some model, simply keep track of the product of said transformations, along side modifying the scene.
Alternatively, store the original scene, and instead of doing cumulative transformations on it, always apply M to get the current scene.

how to negate GLM quaternion rotation on any single axis?

I have a quaternion derived from sensors that rotates the "camera" within an OpenGL ES scene.
Also I apply the inverse of this quaternion to certain objects in the scene, so they are "facing" the "camera" - this works as expected.
The issue is that I need to negate rotation on the Z axis for these objects.
How do I come up with a quaternion which has no rotation within the Z component?
My tests:
I have attempted to extract euler Angles, create a negating quaternion and build the rotation matrix for these objects from the multiplication of the two quaternions - results are incorrect.
glm::quat rMQ = cam->getCameraQuaternion();// retrieve camera quat
glm::vec3 a = glm::eulerAngles((rMQ))* 3.14159f / 180.f; // Euler angle set derived
glm::quat rMZ = glm::angleAxis(-a.z, vec3(0.0f, 0.0f, 1.0f)); // negating quaternion
glm::mat4 fM = glm::inverse(glm::mat4_cast(rMQ*rMZ)); //final mat4 for GL rotation
There is no "rotation on the z axis" when you use quaternions, just an axis and an angle. You need to convert to Euler, flip the sign of one component, then convert back to quaternions.
For Euler angles it is up to you to define the order of rotations. Rotations are not commutative, so the order does matter, and that's why there is no generic decomposition of a rotation into components. Normally the order is xyz, but there is no reason why it has to be that way. In some APIs you get to choose the order.
Try simply zeroing-out the 'z' component of the quaternion and then re-normalizing.
Quaternions, when used to represent rotation, can be thought of as an 'axis-angle' representation.

Find final world coordinates from model matrix or quaternion

I am displaying an object in OpenGL using a model matrix for the object, which I build from my pre-stored object location AND a quaternion applied to the rotation. I need to find the final cartesian coordinates in 3D of my object AFTER the rotations and transformations applied (the coordinates that the object appears at on the screen). How can I get the plain coordinates?
If I understand correctly, you have an object; if you rendered it without applying any transformation, its center would be at [0,0,0].
You have a point, [a,b,c], in 3D space. You apply a translation to the modelview matrix. Now, if you rendered the object, its center would be at [a,b,c] in world space coordinates.
You have a quaternion, [qw,qx,qy,qz]. You create a rotation matrix, M, from this and apply it to the modelview matrix. Now you want to know the new coordinates, [a',b',c'], of the object's center in world space.
If this is true, then the easiest way is to just do the matrix multiplication yourself:
a' = m11*a + m12*b + m13*c
b' = m21*a + m22*b + m23*c
c' = m31*a + m32*b + m33*c
where
[m11 m12 m13]
M = [m21 m22 m23]
[m31 m32 m33]
But perhaps you're not actually building M. Another way would be to use the quaternion directly, although that essentially involves building the rotation matrix and then using it.
There should be no need to actually use gluProject. When you apply the rotation to the modelview matrix, the matrix multiply is done there. So you could just get the values from the matrix itself:
double mv[16];
glGetDoublev(GL_MODELVIEW_MATRIX,mv);
a' = mv[13];
b' = mv[14];
c' = mv[15];
This tells you where the modelview matrix is moving the model's origin.
Re-implement gluProject() and apply everything but the viewport transform.

OpenGL camera rotation

In OpenGL I'm trying to create a free flight camera. My problem is the rotation on the Y axis. The camera should always be rotated on the Y world axis and not on the local orientation. I have tried several matrix multiplications, but all without results. With
camMatrix = camMatrix * yrotMatrix
rotates the camera along the local axis. And with
camMatrix = yrotMatrix * camMatrix
rotates the camera along the world axis, but always around the origin. However, the rotation center should be the camera. Somebody an idea?
One of the more tricky aspects of 3D programming is getting complex transformations right.
In OpenGL, every point is transformed with the model/view matrix and then with the projection matrix.
the model view matrix takes each point and translates it to where it should be from the point of view of the camera. The projection matrix converts the point's coordinates so that the X and Y coordinates can be mapped to the window easily.
To get the mode/view matrix right, you have to start with an identity matrix (one that doesn't change the vertices), then apply the transforms for the camera's position and orientation, then for the object's position and orientation in reverse order.
Another thing you need to keep in mind is, rotations are always about an axis that is centered on the origin (0,0,0). So when you apply a rotate transform for the camera, whether you are turning it (as you would turn your head) or orbiting it around the origin (as the Earth orbits the Sun) depends on whether you have previously applied a translation transform.
So if you want to both rotate and orbit the camera, you need to:
Apply the rotation(s) to orient the camera
Apply translation(s) to position it
Apply rotation(s) to orbit the camera round the origin
(optionally) apply translation(s) to move the camera in its set orientation to move it to orbit around a point other than (0,0,0).
Things can get more complex if you, say, want to point the camera at a point that is not (0,0,0) and also orbit that point at a set distance, while also being able to pitch or yaw the camera. See here for an example in WebGL. Look for GLViewerBase.prototype.display.
The Red Book covers transforms in much more detail.
Also note gluLookAt, which you can use to point the camera at something, without having to use rotations.
Rather than doing this using matrices, you might find it easier to create a camera class which stores a position and orthonormal n, u and v axes, and rotate them appropriately, e.g. see:
https://github.com/sgolodetz/hesperus2/blob/master/Shipwreck/MapEditor/GUI/Camera.java
and
https://github.com/sgolodetz/hesperus2/blob/master/Shipwreck/MapEditor/Math/MathUtil.java
Then you write things like:
if(m_keysDown[TURN_LEFT])
{
m_camera.rotate(new Vector3d(0,0,1), deltaAngle);
}
When it comes time to set the view for the camera, you do:
gl.glLoadIdentity();
glu.gluLookAt(m_position.x, m_position.y, m_position.z,
m_position.x + m_nVector.x, m_position.y + m_nVector.y, m_position.z + m_nVector.z,
m_vVector.x, m_vVector.y, m_vVector.z);
If you're wondering how to rotate about an arbitrary axis like (0,0,1), see MathUtil.rotate_about_axis in the above code.
If you don't want to transform based on the camera from the previous frame, my suggestion might be just to throw out the matrix compounding and recalc it every frame. I don't think there's a way to do what you want with a single matrix, as that stores the translation and rotation together.
I guess if you just want a pitch/yaw camera only, just store those values as two floats, and then rebuild the matrix based on that. Maybe something like pseudocode:
onFrameUpdate() {
newPos = camMatrix * (0,0,speed) //move forward along the camera axis
pitch += mouse_move_x;
yaw += mouse_move_y;
camMatrix = identity.translate(newPos)
camMatrix = rotate(camMatrix, (0,1,0), yaw)
camMatrix = rotate(camMatrix, (1,0,0), pitch)
}
rotates the camera along the world axis, but always around the origin. However, the rotation center should be the camera. Somebody an idea?
I assume matrix stored in memory this way (number represent element index if matrix were a linear 1d array):
0 1 2 3 //row 0
4 5 6 7 //row 1
8 9 10 11 //row 2
12 13 14 15 //row 3
Solution:
Store last row of camera matrix in temporary variable.
Set last row of camera matrix to (0, 0, 0, 1)
Use camMatrix = yrotMatrix * camMatrix
Restore last row of camera matrix from temporary variable.