I am trying to learn OpenGL by coding some stuff, but am still not able to understand the concept of rotation.
Here is my code:
glm::mat4 projection1 = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view1 =camera.GetViewMatrix();//// //
ourShader.setMat4("projection", projection1);
ourShader.setMat4("view", view1);
ourShader.setInt ("pass1",1);
glm::mat4 model1 = glm::mat4(1.0f);
vangle+=0.1;
float cvangle = (vangle-90)*PI /180;
model1=glm::translate (model1 ,glm::vec3(cos(cvangle )*50,0,sin(cvangle )*50));
model1 = glm::scale(model1, glm::vec3(1,1, 1));
model1 = glm::rotate(model1,3.0f , glm::vec3(1, 0, 0));
model1 = glm::rotate(model1,2.0f, glm::vec3(0, 1, 0));
ourShader.setMat4("model", model1);
ourModel.Draw(ourShader);
The helicopter should rotate around the camera, but my problem is that the rotation has a different effect in each angle, i.e. at angle 0, it looks like this:
while at angle 90, it looks like this:
My goal is to rotate the helicopter around the camera showing always the same side. Any help is appreciated.
If you want to rotate an object in place, then you've to dot the rotation before the translation:
model = translate * rotate;
If you want to rotate around a point, then you've to translate the object (by the rotation radius) and then rotate the translated object:
model = rotate * translate
Note, the operations like rotate
, scale
and translate
, define a new matrix and multiply the input matrix by the new matrix.
So In your case the translate
has to be done after a rotation (rotate
) around the z axis:
vangle+=0.1;
glm::mat4 model1 = glm::mat4(1.0f);
model1 = glm::rotate(model1, glm::radians(vangle), glm::vec3(0, 0, 1));
model1 = glm::translate(model1, glm::vec3(50.0f, 0.0f, 0.0f);
model1 = glm::scale(model1, glm::vec3(1, 1, 1));