OpenGL(在Qt中)-旋转问题

OpenGL(in Qt ) - problem in rotation

本文关键字:旋转 问题 Qt OpenGL      更新时间:2023-10-16

我在openGL中做了一个简单的代码。你必须选择一张图片,就这样。现在你可以使用这些键进行旋转

  • a、 s->绕x轴旋转
  • d、 f->绕y轴旋转
  • b、 n->绕z轴旋转

问题是z轴旋转始终可以正常工作。但是,x,y的旋转并不总是正确的。

测试:按下任何(一个)按钮,你可以看到一个轴根本没有移动,另一个轴正在移动。你可以检查这三个轴。但过了一段时间,即使你试图绕x轴旋转物体,你也可以看到所有三个轴都在移动。奇怪的是,绕z轴旋转总是能正常工作。只有另外两个让人头疼。

这是"main.cpp"

#include <QApplication>
#include <QFileDialog>
#include <QHBoxLayout>
#include <QKeyEvent>
#include <QMessageBox>
#include <QPainter>
#include <QTextStream>
#include <QtOpenGL/QGLWidget>
#include <QVector3D>
#include <QWidget>
class MyMessageBox:public QMessageBox
{
public:
    MyMessageBox(std::string message,QWidget *parent=0):QMessageBox(QMessageBox::NoIcon,QString("ErrorMessage"),QString(message.c_str()),QMessageBox::Ok,parent,Qt::Widget)
    {
    }
};
class MyOpenGL:public QGLWidget
{
    double x_Rot;
    double y_Rot;
    double z_Rot;
    QVector<GLuint *> textures;  // it does nothing. It got added just for the sake of the program run
    QVector<QImage> openGL_Images;
public:
    MyOpenGL(QWidget * parent);
    ~MyOpenGL();
    void initializeGL();
    void resizeGL(int w, int h);
    void paintGL();
    void drawCube(QPoint upper_Left_Point,int length,int width,int height,QVector<GLuint *> textures);
    void drawAxis();
    QVector3D get_In_OpenGL_Coordinates(QPoint qwidget_Point);
    void keyPressEvent(QKeyEvent * event);
    void mousePressEvent(QMouseEvent * event);
};
MyOpenGL::MyOpenGL(QWidget *parent):QGLWidget(QGLFormat(QGL::SampleBuffers),parent)
{
    setAutoFillBackground(false);
}
MyOpenGL::~MyOpenGL()
{
}
void MyOpenGL::initializeGL()
{
    //textures.push_back(new GLuint);
    //textures.push_back(new GLuint);
    QString fileName=QFileDialog::getOpenFileName();
    openGL_Images.push_back(convertToGLFormat(QImage(fileName).scaled(QSize(256,256))));
    openGL_Images.push_back(convertToGLFormat(QImage(fileName).scaled(QSize(256,256))));
    openGL_Images.push_back(convertToGLFormat(QImage(fileName).scaled(QSize(256,256))));
    openGL_Images.push_back(convertToGLFormat(QImage(fileName).scaled(QSize(256,256))));
    openGL_Images.push_back(convertToGLFormat(QImage(fileName).scaled(QSize(256,256))));
    openGL_Images.push_back(convertToGLFormat(QImage(fileName).scaled(QSize(256,256))));
    //glGenTextures(1,textures[0]);
    //glBindTexture(GL_TEXTURE_2D,*textures[0]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    glEnable(GL_TEXTURE_2D);
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
}
void MyOpenGL::resizeGL(int w, int h)
{
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glViewport(45,0,w,h);
    gluPerspective(45.0f,((double)width())/height(),1.0f,100.0f);
    //gluOrtho2D(-10.0f,10.0f,-10.0f,10.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    paintGL();
}
void MyOpenGL::paintGL()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    glTranslatef(0.0,0.0,-10.0);
    glRotatef(x_Rot,1.0f,0.0f,0.0f);
    glRotatef(y_Rot,0.0f,1.0f,0.0f);
    glRotatef(z_Rot,0.0f,0.0f,1.0f);
    drawAxis();
    //drawCube(QPoint(0,0),1,1,1,textures);
}
void MyOpenGL::drawCube(QPoint upper_Left_Back_Point, int length, int width, int height,QVector<GLuint *> textures1)
{
    //glGenTextures(1,textures[0]);
    //glBindTexture(GL_TEXTURE_2D,*textures[0]);
    QVector3D starting_Point = get_In_OpenGL_Coordinates(upper_Left_Back_Point);
    double x=starting_Point.x();
    double y=starting_Point.y();
    double z=starting_Point.z();
    //glGenTextures(1,textures[0]);
    //glBindTexture(GL_TEXTURE_2D,*textures[0]);
     glTexImage2D(GL_TEXTURE_2D,0,3,openGL_Images[0].width(),openGL_Images[0].height(),0,GL_RGBA,GL_UNSIGNED_BYTE,openGL_Images[0].bits());
     glBegin(GL_QUADS);
//   glColor3f(1.0f,0.0f,0.0f);
     glTexCoord2f(0,1);glVertex3f(x-width,y+height,z-length);
     glTexCoord2f(1,1);glVertex3f(x+width,y+height,z-length);
     glTexCoord2f(1,0);glVertex3f(x+width,y+height,z+length);
     glTexCoord2f(0,0);glVertex3f(x-width,y+height,z+length);
     glEnd();
     //glGenTextures(1,textures[1]);
     //glBindTexture(GL_TEXTURE_2D,*textures[1]);
     glTexImage2D(GL_TEXTURE_2D,0,3,openGL_Images[1].width(),openGL_Images[1].height(),0,GL_RGBA,GL_UNSIGNED_BYTE,openGL_Images[1].bits());
     glBegin(GL_QUADS);
     //glColor3f(0.0f,1.0f,0.0f);
     glTexCoord2f(0,1);glVertex3f(x+width,y+height,z-length);
     glTexCoord2f(1,1);glVertex3f(x+width,y-height,z-length);
     glTexCoord2f(1,0);glVertex3f(x+width,y-height,z+length);
     glTexCoord2f(0,0);glVertex3f(x+width,y+height,z+length);
     glEnd();
     glTexImage2D(GL_TEXTURE_2D,0,3,openGL_Images[2].width(),openGL_Images[2].height(),0,GL_RGBA,GL_UNSIGNED_BYTE,openGL_Images[2].bits());
     glBegin(GL_QUADS);
     //glColor3f(0.0f,0.0f,1.0f);
     glTexCoord2f(0,1);glVertex3f(x+width,y-height,z-length);
     glTexCoord2f(1,1);glVertex3f(x-width,y-height,z-length);
     glTexCoord2f(1,0);glVertex3f(x-width,y-height,z+length);
     glTexCoord2f(0,0);glVertex3f(x+width,y-height,z+length);
     glEnd();

     glTexImage2D(GL_TEXTURE_2D,0,3,openGL_Images[3].width(),openGL_Images[3].height(),0,GL_RGBA,GL_UNSIGNED_BYTE,openGL_Images[3].bits());
     glBegin(GL_QUADS);
     //glColor3f(1.0f,1.0f,0.0f);
     glTexCoord2f(0,1);glVertex3f(x-width,y+height,z+length);
     glTexCoord2f(1,1);glVertex3f(x-width,y+height,z-length);
     glTexCoord2f(1,0);glVertex3f(x-width,y-height,z-length);
     glTexCoord2f(0,0);glVertex3f(x-width,y-height,z+length);
     glEnd();
     glTexImage2D(GL_TEXTURE_2D,0,3,openGL_Images[4].width(),openGL_Images[4].height(),0,GL_RGBA,GL_UNSIGNED_BYTE,openGL_Images[4].bits());
     glBegin(GL_QUADS);
     //glColor3f(1.0f,0.0f,1.0f);
     glTexCoord2f(0,1);glVertex3f(x-width,y+height,z-length);
     glTexCoord2f(1,1);glVertex3f(x+width,y+height,z-length);
     glTexCoord2f(1,0);glVertex3f(x+width,y-height,z-length);
     glTexCoord2f(0,0);glVertex3f(x-width,y-height,z-length);
     glEnd();
     glTexImage2D(GL_TEXTURE_2D,0,3,openGL_Images[5].width(),openGL_Images[5].height(),0,GL_RGBA,GL_UNSIGNED_BYTE,openGL_Images[5].bits());
     glBegin(GL_QUADS);
     //glColor3f(0,1,1);
     glTexCoord2f(0,1);glVertex3f(x-width,y+height,z+length);
     glTexCoord2f(1,1);glVertex3f(x+width,y+height,z+length);
     glTexCoord2f(1,0);glVertex3f(x+width,y-height,z+length);
     glTexCoord2f(0,0);glVertex3f(x-width,y-height,z+length);
     glEnd();
}
void MyOpenGL::drawAxis()
{
    //int length = 1;
    //int height = 1;
    //int width = 1;
    //int x = 0;
    //int y=0;
    //int z = 0;

    glBegin(GL_LINES);
    glColor3f(1,0,0);
    glVertex3f(0,0,0);
    glVertex3f(3,0,0);
    glColor3f(0,1,0);
    glVertex3f(0,0,0);
    glVertex3f(0,3,0);
    glColor3f(0,0,1);
    glVertex3f(0,0,0);
    glVertex3f(0,0,3);
    //glVertex3f(x-width,y+height,z+length);
    //glVertex3f(x+width,y+height,z+length);
    //glVertex3f(x+width,y-height,z+length);
    //glVertex3f(x-width,y-height,z+length);
    glEnd();
}
QVector3D MyOpenGL::get_In_OpenGL_Coordinates(QPoint qwidget_Point)
{
    return QVector3D(0,0,0);
}
void MyOpenGL::keyPressEvent(QKeyEvent * event)
{
    switch(event->key())
    {
        case Qt::Key_A:
            x_Rot-=5;
            break;
        case Qt::Key_S:
            x_Rot+=5;
            break;
        case Qt::Key_D:
            y_Rot+=5;
            break;
        case Qt::Key_F:
            y_Rot-=5;
            break;
        case Qt::Key_B:
            z_Rot+=5;
            break;
        case Qt::Key_N:
            z_Rot-=5;
            break;
        default:
            break;
    }
    updateGL();
}
void MyOpenGL::mousePressEvent(QMouseEvent *event)
{
    double x = event->pos().x();
    double y = event->pos().y();
    double z=-1;
    glReadPixels(x,y,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&z);
    double projection[16];
    glGetDoublev(GL_PROJECTION_MATRIX,projection);
    double modelView[16];
    glGetDoublev(GL_MODELVIEW_MATRIX,modelView);
    int viewPort[4];
    glGetIntegerv(GL_VIEWPORT,viewPort);
    double x_Gl;
    double y_Gl;
    double z_Gl;
    gluUnProject(x,y,z,modelView,projection,viewPort,&x_Gl,&y_Gl,&z_Gl);
    QString ss;
    QTextStream ss_Text(&ss);
    ss_Text << x_Gl << " " << y_Gl << " " << z_Gl ;
    MyMessageBox mm(ss.toStdString());
    mm.exec();
}
int main(int argc,char * argv[])
{
    QApplication app(argc,argv);
    MyOpenGL * f = new MyOpenGL(NULL);
    f->show();
    return app.exec();
}

这里是.pro文件

SOURCES += 
    main.cpp
QT += opengl

有人请帮我摆脱困境。

首先对您的代码进行一些观察:

  1. 在哪里初始化x_Rot、y_Rot和z_Rot?我不知道这是怎么回事

接下来,一些更一般的评论:

从技术上讲,你现在所做的是围绕x、y和z旋转。如果你想做其他事情,比如每次按下按钮都要增量旋转,那么你需要仔细考虑你要做什么。一种方法是在OpenGL中增量应用旋转矩阵。另一种可能性是在客户端上存储四元数/矩阵,然后每帧重置视图变换。还有一种可能性是剔除一堆trig,并计算每次旋转的x/y/z角度的正确偏差(不推荐)。一旦你明白了你真正想做的是什么,你就可以做这些事情中的任何一件,甚至更多。要做到这一点,你必须读一点(对不起,数学就是这样运作的)。作为一个起点,这里有一些基本的wiki页面可以帮助你开始:

http://en.wikipedia.org/wiki/Rotation_representation_%28mathematics%29

http://en.wikipedia.org/wiki/Rotation_matrix

http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation

您的问题似乎是Gimbal Lock

使用四元数是处理这个问题最简单的方法之一。