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View Full Version : yaw, pitch, roll besides x, y, z



Bob Plugge
10-30-2000, 05:31 AM
I hate gimball locks and many with me. http://www.opengl.org/discussion_boards/ubb/frown.gif
It would be great to have a function that can rotate the position of objects and cameras in euler angles and have no problems with it.

Bob
10-30-2000, 12:39 PM
Wouldn't it be great to have everything and no problems? Use Euler angles wisely and Gimbal lock won't occur, or find another method that also does what you want.

Bob Plugge
10-30-2000, 02:48 PM
Hey, if you want to make OpenGL easyer to use, make it easyer to use... !
http://www.opengl.org/discussion_boards/ubb/confused.gif

pop_n_fresh
10-31-2000, 06:54 PM
I agree with Bob, glEnable( GL_IGNORE_INCONVENIENT_LAWS_OF_MATHEMATICS ) would be great.

Bob Plugge
11-01-2000, 12:42 AM
Yeah, or rotate something like this:

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_EULER_ANGLES);
glRotateViewpointf(yaw,pitch,roll);
glTranslatef(-x, -y, -z);

glRotateGeometryf(yaw,pitch,roll);
// Draw some stuff.
http://www.opengl.org/discussion_boards/ubb/rolleyes.gif

Bob
11-01-2000, 02:02 AM
It's possible to make your own matrix, and add it to OpenGL. Do a symbolic multiplication on your own (or find one on the net) of your yaw, pitch and roll matrices, in proper order ofcourse. The resulting matrix will be a symbolic matrix too, where you, in your code, insert your rotationvalues. Then add it to OpenGL with either glMultMatrix or glLoadMatrix. Works great.