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  Rotating an object around its local origin  (Read 6088 times)
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Offline Icetigris

Senior Newbie

« Reply #30 - Posted 2008-07-10 20:14:58 »

I got my rotations working! YAAAY

I'm going to see if I can do nice things with the camera too (I just got the object rotating). Thanks for everyone's help so far! I used quaternions for the rotations, which are horrible at first, but are pretty ok after you figure them out.
Offline Z-Knight

Senior Devvie

Medals: 2

« Reply #31 - Posted 2008-07-11 01:58:15 »

I hope you can share your work with us at some time...pretty please.

Here are the files for the FPS Fly Through code that I converted to JAVA...this is not an exact conversion because I'm currently not using the 'speed' components that the original OpenGL code has and so if you use the mouse and keyboard at the same time it might appear that the scene is choppy....but overall it works pretty well...attached are the files.

I update the code to now include roll control capability and corrected mouse motion.

You can do either FPS style or modified FPS with roll rotation capability.
Offline Z-Knight

Senior Devvie

Medals: 2

« Reply #32 - Posted 2008-07-11 01:58:43 »

and here are the last files since I can only attach 4 at a time.

Controls are:
   Keyboard UP - moves the camera into the screen
   Keyboard DOWN - moves the camera back
   Keyboard LEFT - moves the camera to the left (teapot goes to the right)
   Keyboard RIGHT - moves the camera to the right (teapot to left)
   Keyboard PAGE_UP - moves the camera up along global Y axis (teapot goes down) (not "current" y axis of the view)
   Keyboard PAGE_DOWN - moves the camera down along global Y axis

   Keyboard F - toggle between FPS and Modified FPS modes
   Keyboard COMMA - roll left  (valid only in the modified FPS view)
   Keyboard PERIOD - roll right  (valid only in the modified FPS view)

   Mouse Controls - Click and Hold left mouse button to orient the view vector.

   Combination of holding down mouse button and keyboard up/down/left/right keys makes you fly through the scene.

   If you rotate the view in the FPS mode then the left-right mouse motion causes a rotation about the fixed vertical axis of the original scene.

   If you rotate the view in the Modified FPS mode then the left-right mouse motion causes a rotation about the current UP vector of the view....this lets you basically fly through the scene and rotate in all different is awesome (I think)
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Offline Icetigris

Senior Newbie

« Reply #33 - Posted 2008-07-15 15:40:56 »

It's probably not perfect, but it seems to work just fine.

Use this with glMultMatrix() in your display function when modelview matrix is your current matrix.
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