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space wars

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I am working a little space wars game. I am able to get my  space ship to move up and down and follow its nose but I cant get it to rotate around its center.

void DrawShip(GLfloat position_X,GLfloat position_Y, GLfloat position_Z, GLfloat rotation,GLfloat color)
{
glPushMatrix();
glColor3f(color,0.0f,0.0f);
glRotatef(rotation,0.0f,0.0f,1.0f);
glTranslatef(position_X,position_Y,position_Z);
glBegin(GL_LINE_LOOP);
glVertex3f(0.0f,-0.25f+position_Y,0.0f);
glVertex3f(-0.25f,-0.5f+position_Y,0.0f);
glVertex3f(-0.5f,-0.5f+position_Y,0.0f);
glVertex3f(-0.0f,0.5f+position_Y,0.0f);
glVertex3f(0.5f,-0.5f+position_Y,0.0f);
glVertex3f(0.25f,-0.5f+position_Y,0.0f);
glVertex3f(0.0f,-0.25f+position_Y,0.0f);
glEnd();
glPopMatrix();
}

I am doing this because I am reading a book on opengl. I have not got to shaders yet.

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Switch the order of your rotate and translate.

When you want to rotate an object on it's axis, rotation should come first.

However, since openGL transforms are a stack, what happens first is what is closest to the code.

So the order of transforms of opengl is actually resversed.

 

This is kind of confusing at first, but is really logical when you need heirerchial animations (like a skeleton). It's also required because of the linear-algebra behind openGL.

 

So what you should be doing is:


void DrawShip(GLfloat position_X,GLfloat position_Y, GLfloat position_Z, GLfloat rotation,GLfloat color)
{
glPushMatrix();
glColor3f(color,0.0f,0.0f);
glTranslatef(position_X,position_Y,position_Z); //move only after the ship is rotated.
glRotatef(rotation,0.0f,0.0f,1.0f); //Now rotation will happen before movement
glBegin(GL_LINE_LOOP);glVertex3f(0.0f,-0.25f+position_Y,0.0f); glVertex3f(-0.25f,-0.5f+position_Y,0.0f); glVertex3f(-0.5f,-0.5f+position_Y,0.0f); glVertex3f(-0.0f,0.5f+position_Y,0.0f);
glVertex3f(0.5f,-0.5f+position_Y,0.0f);
glVertex3f(0.25f,-0.5f+position_Y,0.0f);
glVertex3f(0.0f,-0.25f+position_Y,0.0f);
glEnd();
glPopMatrix();
 }
Edited by SillyCow

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So the order of transforms of opengl is actually resversed.

 

 

Rather than thinking backwards, I'd prefer to think in terms of object space, which means that everything in OpenGL is perfectly logical and forward. All transformations are based on your current local coordinate system. A rotation will obviously rotate your coordinate system. x might not align with the global x anymore, but it will always be your objects "right". It also means that all rotations will always happen around your local origin, which also causes a lot less headache than trying to rotate an object around itself from a "world perspective".

 

Unless dealing with "outside influence" on your object, thinking in local coordinates is almost always more convenient and easier to reason about. It also means that nothing is actually happening "backwards".

Edited by Trienco

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If you were using a simple API (like SFML), it'd be pretty obvious:

void DrawShip(sf::Vector2f position, float rotation, sf::Sprite& spaceship)
{
  spaceship.SetPosition( position );                                                                                                                                                                                                        
  spaceship.SetCenter( spaceship.GetSize() / 2.f );
  spaceship.SetRotation( rotation);
  screen.Draw( spaceship);

 

For openGl, there's a lot more work to do.

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Could you please post the code where you create the ship?

void DrawShip(GLfloat position_X,GLfloat position_Y, GLfloat position_Z, GLfloat rotation,GLfloat color)

{

glPushMatrix();

glColor3f(color,0.0f,0.0f);

glRotatef(rotation,0.0f,0.0f,1.0f);

glTranslatef(position_X,position_Y,position_Z);

glBegin(GL_LINE_LOOP);

glVertex3f(0.0f,-0.25f,0.0f);

glVertex3f(-0.25f,-0.5f,0.0f);

glVertex3f(-0.5f,-0.5f,0.0f);

glVertex3f(-0.0f,0.5f,0.0f);

glVertex3f(0.5f,-0.5f,0.0f);

glVertex3f(0.25f,-0.5f,0.0f);

glVertex3f(0.0f,-0.25f,0.0f);

glEnd();

glPopMatrix();

}

here is my code

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You mean it is rotating in an arc around the center of the screen?
Could you please post the code where you create the ship?

yes  you are correct. I posted the code above.

 

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As I really don't know OpenGL, I can't be of much help to you.

 

I can't help but to notice that your code, as posted on the last post, isn't changed. Are you sure the changes were all saved and submitted when you swapped the rotate and translate functions?

Is it viable to draw it on the center, rotate it and then move it?

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Is it viable to draw it on the center, rotate it and then move it?
yes it is.


I can't help but to notice that your code, as posted on the last post, isn't changed. Are you sure the changes were all saved and submitted when you swapped the rotate and translate functions?
yes all the changes have been implemented. I have swapped the rotate and translate functions but no success.

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I suggest youpost some screenshots so it's easier to understand what's going wrong. Go back to your old unswapped code, take a screenshot or two with that, then repeat with the new swapped code. 

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Hello there.

I think you need to find the offset that will place your ship at the centre then rotate and put the offset back.

 

 

and like Trienco said.

Unless dealing with "outside influence" on your object, thinking in local coordinates is almost always more convenient and easier to reason about. It also means that nothing is actually happening "backwards".

 

but you can convert the outside influences to your models space too. I do this to rotate some objects based on a direction(heading vector fromw world coords).
 

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I think you need to find the offset that will place your ship at the centre then rotate and put the offset back.
do you mean use pushmatrix and  popmatrix.

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I suggest learning modern openGL with glm, using the matrix objects will teach you more about whats really going on, also learning the modern way is a good thing.

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well I have not posted in a long time, I have been reading opengl programming guide 8th ed. I am going back to my space wars game. I need some help with the above problem.

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