Opengl - 旋转、缩放、平移
Opengl - rotation, scale, translation
问题:使用 opengl 进行渲染时应用旋转、缩放和平移的顺序是什么?
目前我运行代码为
- GL11.glScaled(刻度值)
- GL11.glRotated(x) //音高
- GL11.glRotated(y) //偏航
- GL11.glRotated(z) //滚动
- GL11.glTranslated(x, y, z)
我试过 改变顺序,结果有很多不同。一些配置改进了渲染,例如,最后缩放不会干扰翻译。但是,它似乎打破了旋转,导致俯仰和滚动都滚动 model.
一些额外信息:
该代码适用于使用 JSON 数据呈现项目的 Minecraft mod。确切的代码可以在这里找到:
https://github.com/VoltzEngine-Project/Engine/blob/development/src/main/scala/com/builtbroken/mc/client/json/render/state/ModelState.java#L48
根据 BDL
的要求添加到 post 的代码
package com.builtbroken.mc.client.json.render.state;
import com.builtbroken.jlib.helpers.MathHelper;
import com.builtbroken.mc.client.SharedAssets;
import com.builtbroken.mc.client.json.ClientDataHandler;
import com.builtbroken.mc.client.json.imp.IModelState;
import com.builtbroken.mc.client.json.models.ModelData;
import com.builtbroken.mc.client.json.texture.TextureData;
import com.builtbroken.mc.imp.transform.rotation.EulerAngle;
import com.builtbroken.mc.imp.transform.vector.Pos;
import cpw.mods.fml.client.FMLClientHandler;
import org.lwjgl.opengl.GL11;
/**
* Render/Texture/Animation states used for rendering models in the game
*
* @see <a href="https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/license.md">License</a> for what you can and can't do with the code.
* Created by Dark(DarkGuardsman, Robert) on 11/22/2016.
*/
public class ModelState extends TextureState implements IModelState
{
public String modelID;
public String[] parts;
public Pos offset;
public Pos scale;
public EulerAngle rotation;
public boolean renderParent = false;
public boolean renderOnlyParts = true;
public ModelState(String ID)
{
super(ID);
}
public ModelState(String ID, String modelID, Pos offset, Pos scale, EulerAngle rotation)
{
this(ID);
this.modelID = modelID;
this.offset = offset;
this.scale = scale;
this.rotation = rotation;
}
@Override
public boolean render(boolean subRender, float yaw, float pitch, float roll)
{
TextureData textureData = getTexture(); //Texture reference, texture is .png loaded using property code owned by Mojang so can not be shared
ModelData data = getModel(); //Model reference, model is .obj rendered using triangles
if (data != null && data.getModel() != null)
{
//Starts rendering by storing previous matrix
GL11.glPushMatrix();
if (!subRender)
{
//TODO handle parent additions, in which parent and child data are combined
//Scales object by value
if (scale != null)
{
GL11.glScaled(scale.x(), scale.y(), scale.z());
}
else if (parentState instanceof IModelState && ((IModelState) parentState).getScale() != null)
{
GL11.glScaled(((IModelState) parentState).getScale().x(), ((IModelState) parentState).getScale().y(), ((IModelState) parentState).getScale().z());
}
//Rotates object, needs to be handled after scaling
if (rotation != null)
{
GL11.glRotated(MathHelper.clampAngleTo360(rotation.pitch() + pitch), 1, 0, 0);
GL11.glRotated(MathHelper.clampAngleTo360(rotation.yaw() + yaw), 0, 1, 0);
GL11.glRotated(MathHelper.clampAngleTo360(rotation.roll() + roll), 0, 0, 1);
}
else if (parentState instanceof IModelState && ((IModelState) parentState).getRotation() != null)
{
GL11.glRotated(MathHelper.clampAngleTo360(((IModelState) parentState).getRotation().pitch() + pitch), 1, 0, 0);
GL11.glRotated(MathHelper.clampAngleTo360(((IModelState) parentState).getRotation().yaw() + yaw), 0, 1, 0);
GL11.glRotated(MathHelper.clampAngleTo360(((IModelState) parentState).getRotation().roll() + roll), 0, 0, 1);
}
//Moves the object
if (offset != null)
{
GL11.glTranslated(offset.x(), offset.y(), offset.z());
}
else if (parentState instanceof IModelState && ((IModelState) parentState).getOffset() != null)
{
GL11.glTranslated(((IModelState) parentState).getOffset().x(), ((IModelState) parentState).getOffset().y(), ((IModelState) parentState).getOffset().z());
}
}
//Render parent
GL11.glPushMatrix();
if (parentState instanceof IModelState)
{
if (renderParent)
{
((IModelState) parentState).render(true);
}
else if (parts == null && parentState instanceof ModelState && ((ModelState) parentState).renderParent)
{
if (((ModelState) parentState).parentState instanceof IModelState)
{
((IModelState) ((ModelState) parentState).parentState).render(true);
}
}
}
GL11.glPopMatrix();
//Binds texture
if (textureData != null)
{
FMLClientHandler.instance().getClient().renderEngine.bindTexture(textureData.getLocation());
}
else
{
//Backup texture bind, if no texture
FMLClientHandler.instance().getClient().renderEngine.bindTexture(SharedAssets.GREY_TEXTURE);
}
//Render model
data.render(renderOnlyParts, getPartsToRender());
//Ends render by restoring previous matrix(rotation, position, etc)
GL11.glPopMatrix();
return true;
}
return false;
}
@Override
public Pos getScale()
{
if (scale == null)
{
return parentState instanceof IModelState ? ((IModelState) parentState).getScale() : null;
}
else if (parentState instanceof IModelState)
{
//TODO add to parent rotation, or null out rotation
//TODO setup logic via configs to allow users to decide how rotation is used
}
return scale;
}
@Override
public Pos getOffset()
{
if (offset == null)
{
return parentState instanceof IModelState ? ((IModelState) parentState).getOffset() : null;
}
else if (parentState instanceof IModelState)
{
//TODO add to parent rotation, or null out rotation
//TODO setup logic via configs to allow users to decide how rotation is used
}
return offset;
}
@Override
public EulerAngle getRotation()
{
if (rotation == null)
{
return parentState instanceof IModelState ? ((IModelState) parentState).getRotation() : null;
}
else if (parentState instanceof IModelState)
{
//TODO add to parent rotation, or null out rotation
//TODO setup logic via configs to allow users to decide how rotation is used
}
return rotation;
}
@Override
public ModelData getModel()
{
if (parentState instanceof IModelState)
{
return ((IModelState) parentState).getModel();
}
return ClientDataHandler.INSTANCE.getModel(modelID);
}
@Override
public String[] getPartsToRender()
{
if (parentState instanceof IModelState && (parts == null || parts.length == 0))
{
return ((IModelState) parentState).getPartsToRender();
}
return parts;
}
@Override
public TextureData getTexture()
{
TextureData textureData = ClientDataHandler.INSTANCE.getTexture(textureID);
if (textureData == null && parentState instanceof IModelState)
{
return ((IModelState) parentState).getTexture();
}
return textureData;
}
}
对于通常的用例,请遵循以下操作顺序:缩放 -> 旋转 -> 平移
对于旋转本身,一个直观的惯例是先滚动,然后俯仰,最后偏航。滚动发生在物体的轴上。向上或向下倾斜滚动的物体。然后水平定位模型。
缩放发生在对象模型坐标中。
缩放发生后旋转,因此您将相对于场景框架旋转缩放模型。最终,您最后使用转换将生成的转换对象放置到位。
您有时需要进行前一轮缩放和旋转,以解决 tool/engine 右手习惯、坐标(Z 向上或 Y 向上)和缩放
的差异
问题:使用 opengl 进行渲染时应用旋转、缩放和平移的顺序是什么?
目前我运行代码为
- GL11.glScaled(刻度值)
- GL11.glRotated(x) //音高
- GL11.glRotated(y) //偏航
- GL11.glRotated(z) //滚动
- GL11.glTranslated(x, y, z)
我试过 改变顺序,结果有很多不同。一些配置改进了渲染,例如,最后缩放不会干扰翻译。但是,它似乎打破了旋转,导致俯仰和滚动都滚动 model.
一些额外信息: 该代码适用于使用 JSON 数据呈现项目的 Minecraft mod。确切的代码可以在这里找到: https://github.com/VoltzEngine-Project/Engine/blob/development/src/main/scala/com/builtbroken/mc/client/json/render/state/ModelState.java#L48
根据 BDL
的要求添加到 post 的代码package com.builtbroken.mc.client.json.render.state;
import com.builtbroken.jlib.helpers.MathHelper;
import com.builtbroken.mc.client.SharedAssets;
import com.builtbroken.mc.client.json.ClientDataHandler;
import com.builtbroken.mc.client.json.imp.IModelState;
import com.builtbroken.mc.client.json.models.ModelData;
import com.builtbroken.mc.client.json.texture.TextureData;
import com.builtbroken.mc.imp.transform.rotation.EulerAngle;
import com.builtbroken.mc.imp.transform.vector.Pos;
import cpw.mods.fml.client.FMLClientHandler;
import org.lwjgl.opengl.GL11;
/**
* Render/Texture/Animation states used for rendering models in the game
*
* @see <a href="https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/license.md">License</a> for what you can and can't do with the code.
* Created by Dark(DarkGuardsman, Robert) on 11/22/2016.
*/
public class ModelState extends TextureState implements IModelState
{
public String modelID;
public String[] parts;
public Pos offset;
public Pos scale;
public EulerAngle rotation;
public boolean renderParent = false;
public boolean renderOnlyParts = true;
public ModelState(String ID)
{
super(ID);
}
public ModelState(String ID, String modelID, Pos offset, Pos scale, EulerAngle rotation)
{
this(ID);
this.modelID = modelID;
this.offset = offset;
this.scale = scale;
this.rotation = rotation;
}
@Override
public boolean render(boolean subRender, float yaw, float pitch, float roll)
{
TextureData textureData = getTexture(); //Texture reference, texture is .png loaded using property code owned by Mojang so can not be shared
ModelData data = getModel(); //Model reference, model is .obj rendered using triangles
if (data != null && data.getModel() != null)
{
//Starts rendering by storing previous matrix
GL11.glPushMatrix();
if (!subRender)
{
//TODO handle parent additions, in which parent and child data are combined
//Scales object by value
if (scale != null)
{
GL11.glScaled(scale.x(), scale.y(), scale.z());
}
else if (parentState instanceof IModelState && ((IModelState) parentState).getScale() != null)
{
GL11.glScaled(((IModelState) parentState).getScale().x(), ((IModelState) parentState).getScale().y(), ((IModelState) parentState).getScale().z());
}
//Rotates object, needs to be handled after scaling
if (rotation != null)
{
GL11.glRotated(MathHelper.clampAngleTo360(rotation.pitch() + pitch), 1, 0, 0);
GL11.glRotated(MathHelper.clampAngleTo360(rotation.yaw() + yaw), 0, 1, 0);
GL11.glRotated(MathHelper.clampAngleTo360(rotation.roll() + roll), 0, 0, 1);
}
else if (parentState instanceof IModelState && ((IModelState) parentState).getRotation() != null)
{
GL11.glRotated(MathHelper.clampAngleTo360(((IModelState) parentState).getRotation().pitch() + pitch), 1, 0, 0);
GL11.glRotated(MathHelper.clampAngleTo360(((IModelState) parentState).getRotation().yaw() + yaw), 0, 1, 0);
GL11.glRotated(MathHelper.clampAngleTo360(((IModelState) parentState).getRotation().roll() + roll), 0, 0, 1);
}
//Moves the object
if (offset != null)
{
GL11.glTranslated(offset.x(), offset.y(), offset.z());
}
else if (parentState instanceof IModelState && ((IModelState) parentState).getOffset() != null)
{
GL11.glTranslated(((IModelState) parentState).getOffset().x(), ((IModelState) parentState).getOffset().y(), ((IModelState) parentState).getOffset().z());
}
}
//Render parent
GL11.glPushMatrix();
if (parentState instanceof IModelState)
{
if (renderParent)
{
((IModelState) parentState).render(true);
}
else if (parts == null && parentState instanceof ModelState && ((ModelState) parentState).renderParent)
{
if (((ModelState) parentState).parentState instanceof IModelState)
{
((IModelState) ((ModelState) parentState).parentState).render(true);
}
}
}
GL11.glPopMatrix();
//Binds texture
if (textureData != null)
{
FMLClientHandler.instance().getClient().renderEngine.bindTexture(textureData.getLocation());
}
else
{
//Backup texture bind, if no texture
FMLClientHandler.instance().getClient().renderEngine.bindTexture(SharedAssets.GREY_TEXTURE);
}
//Render model
data.render(renderOnlyParts, getPartsToRender());
//Ends render by restoring previous matrix(rotation, position, etc)
GL11.glPopMatrix();
return true;
}
return false;
}
@Override
public Pos getScale()
{
if (scale == null)
{
return parentState instanceof IModelState ? ((IModelState) parentState).getScale() : null;
}
else if (parentState instanceof IModelState)
{
//TODO add to parent rotation, or null out rotation
//TODO setup logic via configs to allow users to decide how rotation is used
}
return scale;
}
@Override
public Pos getOffset()
{
if (offset == null)
{
return parentState instanceof IModelState ? ((IModelState) parentState).getOffset() : null;
}
else if (parentState instanceof IModelState)
{
//TODO add to parent rotation, or null out rotation
//TODO setup logic via configs to allow users to decide how rotation is used
}
return offset;
}
@Override
public EulerAngle getRotation()
{
if (rotation == null)
{
return parentState instanceof IModelState ? ((IModelState) parentState).getRotation() : null;
}
else if (parentState instanceof IModelState)
{
//TODO add to parent rotation, or null out rotation
//TODO setup logic via configs to allow users to decide how rotation is used
}
return rotation;
}
@Override
public ModelData getModel()
{
if (parentState instanceof IModelState)
{
return ((IModelState) parentState).getModel();
}
return ClientDataHandler.INSTANCE.getModel(modelID);
}
@Override
public String[] getPartsToRender()
{
if (parentState instanceof IModelState && (parts == null || parts.length == 0))
{
return ((IModelState) parentState).getPartsToRender();
}
return parts;
}
@Override
public TextureData getTexture()
{
TextureData textureData = ClientDataHandler.INSTANCE.getTexture(textureID);
if (textureData == null && parentState instanceof IModelState)
{
return ((IModelState) parentState).getTexture();
}
return textureData;
}
}
对于通常的用例,请遵循以下操作顺序:缩放 -> 旋转 -> 平移
对于旋转本身,一个直观的惯例是先滚动,然后俯仰,最后偏航。滚动发生在物体的轴上。向上或向下倾斜滚动的物体。然后水平定位模型。
缩放发生在对象模型坐标中。 缩放发生后旋转,因此您将相对于场景框架旋转缩放模型。最终,您最后使用转换将生成的转换对象放置到位。
您有时需要进行前一轮缩放和旋转,以解决 tool/engine 右手习惯、坐标(Z 向上或 Y 向上)和缩放
的差异