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View Full Version : primitives rotation around x, y, z axis in World Space by slider



qtreez
02-08-2015, 02:35 PM
Primitives (here cube) are centred in World Space. I want to rotate them by slider as in image below.

1625

So far I'm using this code:

This is rot object definition:


struct rotation
{
float x = 180;
float y = 180;
float z = 180;
}

This stuff is executed when user changes slider's position


void MyFrame::OnSliderChanged(wxScrollEvent &event)
{
//cur_sel is currently selected primitive and scene
switch(event.GetId())
{
case ID_SLIDER0: //slider X
GLCanvas->rot[GLCanvas->cur_sel].x = event.GetPosition();
break;
case ID_SLIDER1: //slider Y
GLCanvas->rot[GLCanvas->cur_sel].y = event.GetPosition();
break;
case ID_SLIDER2: //slider Z
GLCanvas->rot[GLCanvas->cur_sel].z = event.GetPosition();
break;
}
}

This stuff is executed all time (on frames change):


glRotatef(rot[cur_sel].x,rot[cur_sel].x, 0.0f, 0.0f);
glRotatef(rot[cur_sel].y,0.0f, rot[cur_sel].y, 0.0f);
glRotatef(rot[cur_sel].z,0.0f, 0.0f, rot[cur_sel].z);

I know it isn't good approach because sometimes ( when I mix x,y,z positions) rotations aren't performed properly. For example when I rotate around x axis it looks like it was turned around y axis.

I'm looking for properly approach.