Getting position after transformation without drawing?
I have a point I want to rotate around an arbitrary axis AND know its objectspace coordinates (not window coordinates) after rotation.
I can't use gluProject() because it returns window coordinates, not objectspace. And there seems to be no version of gluProject() that returns an objectspace coordinate.
Is there no easy way, can someone tell me the calculations involved?
Is it as simple as dotproducting my point with the modelview matrix?
Thank you,
hyn
I can't use gluProject() because it returns window coordinates, not objectspace. And there seems to be no version of gluProject() that returns an objectspace coordinate.
Is there no easy way, can someone tell me the calculations involved?
Is it as simple as dotproducting my point with the modelview matrix?
Thank you,
hyn
Hey hyn,
This thread I believe is essentially what you want: http://www.idevgames.com/forum/showthread.php?t=6466
If you already have an OpenGL matrix you want to transform with, you can use glGetFloatv(MODELVIEW... or something like that to load the matrix, and then you just do a normal matrix multiplication with your vertex to transform it.
This thread I believe is essentially what you want: http://www.idevgames.com/forum/showthread.php?t=6466
If you already have an OpenGL matrix you want to transform with, you can use glGetFloatv(MODELVIEW... or something like that to load the matrix, and then you just do a normal matrix multiplication with your vertex to transform it.
Is there a specific order in which I should call the operations?
If I recall correctly order of rotations doesn't matter.
I need to do 3 rotations:
1. 23.5 degrees about z axis.
2. Rotate x degrees about x axis.
3. Rotate y degrees about y axis.
But doing the following gives me odd results (normals are correct but positions are not):
matrixRotate does the exact same thing as kberg's Mat4_rot except it returns by value.
Same with matrixVmul.
I am also investigating the possibility of mistyping the code (I can't use copy paste from this networked computer to my working computer).
Also, I couldn't use sinf cosf sqrtf, they don't seem to be defined in math.h?
I used sin cos sqrt instead, which may be a problem?
If I recall correctly order of rotations doesn't matter.
I need to do 3 rotations:
1. 23.5 degrees about z axis.
2. Rotate x degrees about x axis.
3. Rotate y degrees about y axis.
But doing the following gives me odd results (normals are correct but positions are not):
Code:
// rotate coords on z axis costant degrees
newMatrix = [self matrixRotate: identity angle: 23.5 x: 0.0 y: 0.0 z: 1.0];
newCoords = [self matrixVmul: newMatrix with: coords];
// rotate same coords again on x axis x degrees
newMatrix = [self matrixRotate: newMatrix angle: rotateX x: 1.0 y: 0.0 z: 0.0];
newCoords = [self matrixVmul: newMatrix with: newCoords];
// rotate same coords again on y axis y degrees
newMatrix = [self matrixRotate: newMatrix angle: rotateY x: 0.0 y: 1.0 z: 0.0];
newCoords = [self matrixVmul: newMatrix with: newCoords];
matrixRotate does the exact same thing as kberg's Mat4_rot except it returns by value.
Same with matrixVmul.
I am also investigating the possibility of mistyping the code (I can't use copy paste from this networked computer to my working computer).
Also, I couldn't use sinf cosf sqrtf, they don't seem to be defined in math.h?
I used sin cos sqrt instead, which may be a problem?
sinf cosf sqrtf are just the float version of sin cos sqrt (instead of double.) so they're just less precise, but for your purposes it probably doesn't matter at all.
Matrix multiplication order does matter, but since you're just doing rotations, you should be able to transform both positions and normals with the same set of matrix multiplications. What exactly is happening to your positions?
Matrix multiplication order does matter, but since you're just doing rotations, you should be able to transform both positions and normals with the same set of matrix multiplications. What exactly is happening to your positions?
Ok, dumb mistake. I was passing in degrees (instead of radians) in 'angle'.
Now the positions are closer to where it should be, but still not close enough.
They seem to rotate in excess by a bit about a fixed axis.
Now the positions are closer to where it should be, but still not close enough.
They seem to rotate in excess by a bit about a fixed axis.
I think your problem is the following:
Since Matrix operations stack, I don't think that you should multiply the vector three times, but only once with the final matrix:
The first rotation was applied three times, the second on two times, and the last one once...
Since Matrix operations stack, I don't think that you should multiply the vector three times, but only once with the final matrix:
Code:
// rotate coords on z axis costant degrees
newMatrix = [self matrixRotate: identity angle: 23.5 x: 0.0 y: 0.0 z: 1.0];
// rotate same coords again on x axis x degrees
newMatrix = [self matrixRotate: newMatrix angle: rotateX x: 1.0 y: 0.0 z: 0.0];
// rotate same coords again on y axis y degrees
newMatrix = [self matrixRotate: newMatrix angle: rotateY x: 0.0 y: 1.0 z: 0.0];
newCoords = [self matrixVmul: newMatrix with: coords];
The first rotation was applied three times, the second on two times, and the last one once...
 Sohta
Just thought of something.
If you want to save yourself all this trouble, you CAN use gluProject(). It simply is a matter of passing identity as the projection matrix instead of the one you fetch from GL.
If you want to save yourself all this trouble, you CAN use gluProject(). It simply is a matter of passing identity as the projection matrix instead of the one you fetch from GL.
 Sohta
Yes, I just realized that and changed it.
It fixed the starting position but the excess rotation is still there.
It looks like a math problem, I will check my code again... I would paste it if I could but the code is on my other computer.
It fixed the starting position but the excess rotation is still there.
It looks like a math problem, I will check my code again... I would paste it if I could but the code is on my other computer.
Simple, The modelview matrix, tranforms GL coordinates into GL coordinates ( think as in a camera ), the projection matrix transforms ( projects ) GL coordinates into screen coordinates. That's their respective purpose... So if you ignore the projection matrix, you get whatever transformation you wanted.
gluProject is a simple mathematical function:
it takes the input vector, multiplies it by both passed matrices, and returns the result...
Edit: HEY! your post changed! mine doesn't make much sense anymore
gluProject is a simple mathematical function:
it takes the input vector, multiplies it by both passed matrices, and returns the result...
Code:
GLfloat lIdentity[16] = {... } ;
GLFloat lModelView[16] ;
glPushMatrix();
glLoadIdentity();
glRotatef( 23.5, 0.0 , 0.0 , 1.0 ) ;
glRotatef( rotateX , 1.0 , 0.0 , 0.0 ) ;
glRotatef( rotateY , 0.0 , 1.0 , 0.0 );
glGetfloatfv( GL_MODELVIEW_MATRIX , lModelView ) ;
gluProject( x , y , z , lModelView , lIdentity , &outX , &outY , &outZ );
glPopmatrix();
Edit: HEY! your post changed! mine doesn't make much sense anymore
 Sohta
Yeah, sorry. I misread your post, I thought you wrote "pass in identity as modelview matrix".
I tried your approach, though, passing in identity as projection matrix. I actually got window coordinates.
I tried your approach, though, passing in identity as projection matrix. I actually got window coordinates.
You shouldn't just read the modelview matrix ( since it also contains the camera transformations ). Instead, you should do as in the sample code I wrote:
push it
load identity
apply transformations
read it
pop it
push it
load identity
apply transformations
read it
pop it
 Sohta
Hm. I still get window coordinates.
Sample values:
And my code:
Sample values:
Code:
20040804 20:30:22.609 appname[7689] Coords: 689.033813, 614.114014, 0.854608
20040804 20:30:22.609 appname[7689] Coords: 674.286987, 646.422302, 0.817250
20040804 20:30:22.609 appname[7689] Coords: 425.501709, 505.337494, 0.970633
20040804 20:30:22.686 appname[7689] Coords: 731.874939, 598.971802, 0.849627
20040804 20:30:22.687 appname[7689] Coords: 689.033813, 614.114014, 0.854608
20040804 20:30:22.687 appname[7689] Coords: 674.286987, 646.422302, 0.817250
20040804 20:30:22.687 appname[7689] Coords: 425.501709, 505.337494, 0.970633
20040804 20:30:22.711 appname[7689] Coords: 731.874939, 598.971802, 0.849627
20040804 20:30:22.711 appname[7689] Coords: 689.033813, 614.114014, 0.854608
20040804 20:30:22.711 appname[7689] Coords: 674.286987, 646.422302, 0.817250
20040804 20:30:22.711 appname[7689] Coords: 425.501709, 505.337494, 0.970633
20040804 20:30:22.731 appname[7689] Coords: 731.874939, 598.971802, 0.849627
20040804 20:30:22.732 appname[7689] Coords: 689.033813, 614.114014, 0.854608
20040804 20:30:22.732 appname[7689] Coords: 674.286987, 646.422302, 0.817250
20040804 20:30:22.732 appname[7689] Coords: 425.501709, 505.337494, 0.970633
20040804 20:30:22.795 appname[7689] Coords: 731.874939, 598.971802, 0.849627
20040804 20:30:22.811 appname[7689] Coords: 689.033813, 614.114014, 0.854608
20040804 20:30:22.826 appname[7689] Coords: 674.286987, 646.422302, 0.817250
20040804 20:30:22.840 appname[7689] Coords: 425.501709, 505.337494, 0.970633
And my code:
Code:
glPushMatrix();
glLoadIdentity();
glRotatef(kEarthTilt, 0.0, 0.0, 1.0);
glRotatef(earthRotateX, 1.0, 0.0, 0.0);
glRotatef(earthRotateY, 0.0, 1.0, 0.0);
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetIntegerv(GL_VIEWPORT, viewport);
gluProject(coords.x, coords.y, coords.z, modelview, projection, viewport, ¤tPosition[0], ¤tPosition[1], ¤tPosition[2]);
coords.x = currentPosition[0];
coords.y = currentPosition[1];
coords.z = currentPosition[2];
NSLog(@"Coords: %f, %f, %f", coords.x, coords.y, coords.z);
glPopMatrix();
sry, I completely forgot, glProject also uses the viewPort ...
Honestly, though, what you really should do is search the web for gluProject, have a look at the maths involved behind it and understand how it works for yourself.
However, I will give you the answer, since I commited myself to help you on this one.
the viewPort should be { 0 , 0 , 1 , 1 }
Honestly, though, what you really should do is search the web for gluProject, have a look at the maths involved behind it and understand how it works for yourself.
However, I will give you the answer, since I commited myself to help you on this one.
the viewPort should be { 0 , 0 , 1 , 1 }
 Sohta
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