Question

Rotating an OpenGL primitive around its centre

Asked by: vishalchavda

I am rendering OpenGL primitives on a Java Canvas but using C to call OpenGL functions.
I can display a primitive shape eg a box in the centre (axis 0,0,0) and when i rotate it, it rotates around the axis i.e. (0,0,0). I now translate the box in the X axis say (1,0,0), the box is now displayed at that position, when i rotate it, the box rotates around the axis with the translation in x.
What I want to do is after i have translated the box (1,0,0) I want to select the box and then rotate around the centre of the Box and not the axis, thus if i had several primitives and i clicked one of them, the rotation point shouldl be from the centre point of that primitive and all the other primitives move in relation to this.

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Asked On
2007-09-27 at 06:50:39ID22856599
Tags

opengl

,

rotate

,

around

Topics

OpenGL Graphics & Game Programming

,

C Programming Language

,

3D Game Programming

Participating Experts
3
Points
125
Comments
9

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Answers

 

by: ikeworkPosted on 2007-09-27 at 13:03:47ID: 19974327

hi vishalchavda,

you have to apply the transformations in the opposite order:

// first translate it
glTranslatef( 1.0, 0.0, 0.0 );
// now rotate it, it rotates around its local-center
glRotatef( 30.0, 0.0, 1.0, 0.0 );
// render your object ...


hope it helps,
ike

 

by: ikeworkPosted on 2007-09-27 at 13:13:30ID: 19974378

> if i had several primitives and i clicked one of them, the rotation point shouldl be from the centre point of that
> primitive and all the other primitives move in relation to this.

ok lets see, if i understand correctly:

Object A -> trans 1, 0, 0
Object B -> trans 0, 1, 0

now you click Object A and it is rotated around its local center.

what should Object B do now? the same rotation around Object A's center or the same rotation around its own center?

the latter one is:

// render object A
glPushMatrix();
glTranslatef( 1.0, 0.0, 0.0 );
// apply the rotation from mouse-movement, rotate around Object A's center
glRotatef( .. here comes the rotation from the mouse-movement
.. render Object A ..
glPopMatrix();


// render object B
glPushMatrix();
glTranslatef( 0.0, 1.0, 0.0 );
// apply the rotation from mouse-movement
glRotatef( .. here comes the SAME rotation from the mouse-movement
.. render Object B ..
glPopMatrix();


just make sure, you apply the same rotation (from mouse-movement) after each object's translation-call ..


ike

 

by: vishalchavdaPosted on 2007-09-28 at 00:23:55ID: 19976932

What I want to acheive is the first part in ike's solution. for two primitives
Object A -> trans 1, 0, 0 from origin
Object B -> trans 0, 1, 0 from origin
now you click Object A and rotate, it should rotate around its local center
Object B should do the same rotation, but around A's centre and NOT around its own.


 

 

by: vishalchavdaPosted on 2007-09-28 at 00:30:47ID: 19976945

Is it possible to provide a more detailed solution for this as I am new to OpenGL

 

by: ikeworkPosted on 2007-09-28 at 06:53:56ID: 19978635

> Object A -> trans 1, 0, 0 from origin
> Object B -> trans 0, 1, 0 from origin
> now you click Object A and rotate, it should rotate around its local center
> Object B should do the same rotation, but around A's centre and NOT around its own.


ok, here is the code:

trans_a -> trans 1, 0, 0
trans_b -> trans 0, 1, 0
rot     -> rotation calculated from your mouse-movement, here it is 10 degrees around axis z


    // render object A
    glPushMatrix();
    // first apply trans, then rot. makes object a rotating around its local center
    // apply trans_a
    glTranslatef( 1.0f, 0.0f, 0.0f );
    // apply rot
    glRotatef( 10.0f, 0.0f, 0.0f, 1.0f );
    render_object_a();
    glPopMatrix();

    // render object B
    glPushMatrix();
    // apply TRANS_A here makes object b rotate around object a rather then around itsself
    // or with other words, object a's center becomes vector {0,0,0}
    glTranslatef( 1.0f, 0.0f, 0.0f );
    // apply rot
    glRotatef( g_angle_z, 0.0f, 0.0f, 1.0f );
    // apply trans_b
    glTranslatef( 0.0f, 1.0f, 0.0f );
    // apply negated trans_a, *redo* displacement from first glTranslatef
    glTranslatef( -1.0f, 0.0f, 0.0f );
    render_object_b();
    glPopMatrix();
   
       
   
    so basically what happens is:
   
    (1) if you call it like this, the object rotates around its local center and stays at its position,
        as done for object a:
       
        glTranslatef
        glRotatef rot
        render_object
       
       
    (2) if you call it like this, the object rotates around worlds {0,0,0} it does not stay in its position
       
        glRotatef
        glTranslatef ..
        render_object
     

    now, you dont want to rotate object b around its local center neither around vector {0,0,0}. you
    want to rotate it around a given point, which is object a's center. in order to do so, we have
    to translate object b first to object a's position, then do all the rotations, and redo the displacement
    from first translation to put object b back to its position
       
        glTranslatef trans_a
        (2) glRotatef rot
        (2) glTranslatef trans_b
        glTranslatef -trans_a
        render_object_b

   i put the (2) above to make clear, we do the transformation explained in (2). we rotate object b around
   vector {0,0,0}. but the transformation before makes object a's center the new vector {0,0,0}
   
   
   
ike

 

by: ikeworkPosted on 2007-09-29 at 01:41:41ID: 19983359

the "g_angle_z" in the rotation for object b should be "10.0f" like in the rotation for object a .. copy&paste ;)

 

by: JoseParrotPosted on 2007-10-21 at 15:12:20ID: 20119472

Hi,

To rotate around the center of an object, you must first translate it such that its centes concide with the orign (0,0,0), then you rotate as you want, the transtale it back to its original place.

In few words, the algorithm to rotate an object around itself, assuming its center as (cx,cy,cz) is:

Translate(-cx,-cy,-cz)
Rotate(ax,ay,az)
Translate(cx,cy,cz)

The above sequence should be applied to each object you want rotate around its own center.

Jose

 

by: Computer101Posted on 2007-12-23 at 07:34:40ID: 20521696

Forced accept.

Computer101
EE Admin

20120131-EE-VQP-002

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