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instead of glRotatef build a matrix

Started by Jernej.L Apr 23, 2011 at 7:40 PM 9 replies 10.4k views
Original Post
Jernej.L
Jernej.L
I'm not very skilled with math, but i'm wondering what does glRotatef do internally?

I have some legacy code which does some math i don't really understand and sends values to glRotatef. I am implementing a physics engine to go with this legacy code and i need a 4x4 matrix instead of that output, i don't really understand how the rotation along a vector glrotatef thing works, but i just need a resulting matrix - which if i multiplied with glMultMatrixf instead of glrotatef would result in same working output.

Thanks.
Projects: Top Down City: http://mathpudding.com/
mrchrismnh
mrchrismnh

I'm not very skilled with math, but i'm wondering what does glRotatef do internally?

I have some legacy code which does some math i don't really understand and sends values to glRotatef. I am implementing a physics engine to go with this legacy code and i need a 4x4 matrix instead of that output, i don't really understand how the rotation along a vector glrotatef thing works, but i just need a resulting matrix - which if i multiplied with glMultMatrixf instead of glrotatef would result in same working output.

Thanks.



Try the Euler matrices for x,y,and z axes; glMultMatrixf(euler_y_mat_with_desired_angle); will get you spin around the y axis, and you can also multiply them together for multi-axis transforms taking care to avoid locks.
"It's like naming him Asskicker Monstertrucktits O'Ninja" -Khaiy

Aks9
Aks9
If you need just a matrix, here it is:


| x^2*(1-c)+c x*y*(1-c)-z*s x*z*(1-c)+y*s 0 |
R = | y*x*(1-c)+z*s y^2*(1-c)+c y*z*(1-c)-x*s 0 |
| x*z*(1-c)-y*s y*z*(1-c)+x*s z^2*(1-c)+c 0 |
| 0 0 0 1 |


[x, y, z] - a vector about which the rotation should be done

c - cos(alpha)

s - sin(alpha)

alpha - rotation angle
Jernej.L
Jernej.L
Ok thanks, based on that i wrote this function (sorry for pascal syntax):


function CreateGlRotateMatrix(angle, x, y, z: single) : TMatrix;
var
axis: TVector3f;
b, c, ac, s: single;
begin
result:= IdentityHmgMatrix;

c:= cos(angle);
s:= sin(angle);

result[0,0] := (x*x) * (1-c)+c;
result[1,0] := x*y * (1-c)-z*s;
result[2,0] := x*z * (1-c)+y*s;

result[0,1] := y*x * (1-c)+z*s;
result[1,1] := (y*y) * (1-c)+c;
result[2,1] := y*z * (1-c)-x*s;

result[0,2] := x*z * (1-c)-y*s;
result[1,2] := y*z * (1-c)+x*s;
result[2,2] := (z*z) * (1-c)+c;

end;


The results aren't what it's supposed to be:

I replaced: glRotatef(Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]);

With:

rotang:= CreateGlRotateMatrix( Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]);
glMultMatrixf(@rotang[0,0]);

The results make a total mess when objects are rendered, none of rotations look correctly, did i get the matrix array addressing right? in delphi the matrix order are row-col based.
Projects: Top Down City: http://mathpudding.com/
Brother Bob
Brother Bob

[x, y, z] - a vector about which the rotation should be done

A normalized vector. I guess you knew that already, but just making sure everyone knows it as well .
Aks9
Aks9

A normalized vector. I guess you knew that already, but just making sure everyone knows it as well .


Yes, I've forgotten to say that. glRotatef auto-normalizes that vector. In our code, we should take care of normalization.


Also, be aware that GL assumes column-major order of matrices. If normalization doesn't help alone, transpose your matrix.

Jernej.L
Jernej.L
Ok, i tried normalizing the vector & transposing / not transposing but still no luck, here's new function i have:


function CreateGlRotateMatrix(angle, x, y, z: single) : TMatrix;
var
axis: TVector3f;
b, c, ac, s: single;
invLen : Single;
begin

invLen:= RSqrt(x * x + y * y + z * z);
x:= x * invLen;
y:= y * invLen;
z:= z * invLen;

result:= IdentityHmgMatrix;

c:= cos(angle);
s:= sin(angle);

result[0,0] := (x*x) * (1-c)+c;
result[1,0] := x*y * (1-c)-z*s;
result[2,0] := x*z * (1-c)+y*s;

result[0,1] := y*x * (1-c)+z*s;
result[1,1] := (y*y) * (1-c)+c;
result[2,1] := y*z * (1-c)-x*s;

result[0,2] := x*z * (1-c)-y*s;
result[1,2] := y*z * (1-c)+x*s;
result[2,2] := (z*z) * (1-c)+c;

// vectorgeometry.TransposeMatrix(result);

end;


I can show some screenshots of the working (glrotatef) & non-working results (CreateGlRotateMatrix) if that would help in any way clear the situation on what's wrong with it.
Projects: Top Down City: http://mathpudding.com/
Jan-Lieuwe
Jan-Lieuwe


c:= cos(angle);
s:= sin(angle);


The results aren't what it's supposed to be:

I replaced: glRotatef(Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]);

With:

rotang:= CreateGlRotateMatrix( Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]);
glMultMatrixf(@rotang[0,0]);

The results make a total mess when objects are rendered, none of rotations look correctly, did i get the matrix array addressing right? in delphi the matrix order are row-col based.


cos/sin take radians while glRotatef takes degrees. So you don't need the radians to degrees conversion (* 180 / PI) when calling your own function.
Aks9
Aks9

The results aren't what it's supposed to be:
I replaced: glRotatef(Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]);

With:
rotang:= CreateGlRotateMatrix( Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]);

Hey, I just noticed the way you pass angles... glRotatef() takes angle in degrees not in radians!!!

Previous two lines are not identical, because the angles are not the same.


Jernej.L
Jernej.L
Ok, thanks to everyone, here's the final working version:


function CreateGlRotateMatrix(angle, x, y, z: single) : TMatrix;
var
axis: TVector3f;
b, c, ac, s: single;
invLen : Single;
begin

angle:= vectorgeometry.degtorad(angle);

invLen:= RSqrt(x * x + y * y + z * z);
x:= x * invLen;
y:= y * invLen;
z:= z * invLen;

result:= IdentityHmgMatrix;

c:= cos(angle);
s:= sin(angle);

result[0,0] := (x*x) * (1-c)+c;
result[1,0] := x*y * (1-c)-z*s;
result[2,0] := x*z * (1-c)+y*s;

result[0,1] := y*x * (1-c)+z*s;
result[1,1] := (y*y) * (1-c)+c;
result[2,1] := y*z * (1-c)-x*s;

result[0,2] := x*z * (1-c)-y*s;
result[1,2] := y*z * (1-c)+x*s;
result[2,2] := (z*z) * (1-c)+c;

end;


This finally matches the game's map files to build a proper matrix, it uses this with some "odd" quaternion conversion routine, which i couldn't reproduce with any other quaternion to matrix algorythm on the internet:


// preprocess quarternion rotations
X := rx;
Y := ry;
Z := rz;
W := -rw;
S := Sqrt(1.0 - W * W);

// divide by zero
if not (S = 0) then
begin
Axis[0] := X / S;
Axis[1] := Y / S;
Axis[2] := Z / S;
Angle := 2 * geometry.ArcCos(W);

if not (Angle = 0) then begin

rotang:= CreateGlRotateMatrix( Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]);
glMultMatrixf(@rotang[0,0]);

//glRotatef(Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]);

end;
end;


But this only works on game file quaternions. If i use this on the game's quaternions from the memory i get some strange results, i'll post that as another question if i can't figure it out soon :S
Projects: Top Down City: http://mathpudding.com/

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