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# glRotatef(), Setting the center of rotation...

Posted on 2006-07-05
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Hi everybody,

I'd like to rotate this triangle :

glPushMatrix();
glRotatef(10.0,0,0.0, 1.0);

glBegin(GL_TRIANGLES);
glVertex3f( x1 ,0.2,0.0);
glVertex3f( x2 ,0.25,0.0);
glVertex3f( x3 ,0.15,0.0);
glEnd();

glPopMatrix();

but the rotation is made around the origin (0,0,0), how can I rotate around this point : [x1 ,0.2,0.0] ?

Thank you!

Vincent
0
Question by:vinceTrace
• 2

LVL 1

Assisted Solution

putaNerd earned 40 total points
ID: 17048722
Vincent,
Off the top of my head I suggest you try two things, both should work but they are good to know.

this might distort things a little in some cases
glPushMatrix();
glRotatef(10.0,x1 ,0.2,0.0, 1.0);

/**********************/
//this way moves the rotation point back to the origin. then rotates.
glTranslate(-x1,-0.2f,0.0f);
glPushMatrix();
glRotatef(10.0,x1 ,0.2,0.0, 1.0);

//at the end you should translate back to put your triangle back at the point it was. before popmatrix
glTranslate(x1,0.2f,0.0f);

hope this helps
j.
0

LVL 18

Accepted Solution

JoseParrot earned 35 total points
ID: 17050485
Hi,

OpenGL uses matrix approach to transformations: rotation, translation and scaling.

The matrix for rotation is:
|  cos(A)  0   sin(A)   0 |
|  0         1   0          0 |
| -sin(A)  0   cos(A)   0 |
|  0         0   0          1 |
for a given angle A. This rotate the point around the origin. Actually when you call glRotatef(10.0,0,0.0, 1.0) that matrix is solved.

An important feature of matrix calculations for transforms is that you can do BOTH at same time:

[1,0,0,0]              [cos(a),0,-sin(a),0]    [1,0,0,0]
[0,1,0,0]              [0,1,0,0]                   [0,1, 0,0]
[0,0,1,0]              [sin(a),0,cos(a),0]     [0,0,1,0]
[-X1,-0.2,-Z,1]      [0,0,0,1]                  [X1,0.2,Z,1]

The above matrix executes, in one single pass, the three calls in the sequence translate->rotate->translate. As each call solves a matrix, the single pass has the advantage of speed the execution by a factor of 3.

Jose
0

LVL 18

Expert Comment

ID: 17050968
Complementing:
You may want take a look at Dustin Juliano's excellent comment at

http://www.experts-exchange.com/Programming/Game_Development/3D_Programming/Q_20627768.html?query=glrotate+matrix&clearTAFilter=true

The approach on quaternions is very interesting if you look for speed.

Jose
0

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