When I have a QUAD at a certain position, how can I rotate it in such a way that its normal points toward a given point? Imagine the colored blocks are just rectangular quads, then this image shows a bit what I mean. The quads are all oriented in such a way they point toward the center of the sphere.
alt text http://emrahgunduz.com/wp-content/uploads/2009/01/material_id_gui-600x364.jpg
Maybe this second image shows a bit more what I'm trying to do: alt text http://img689.imageshack.us/img689/3130/screenshot20100708at555.png
I'm using openGL / C++ (and the Eigen lib). And I have this code to draw a simple quad:
#include "ofMain.h"
#include "Quad.h"
Quad::Quad(Vector3f oPosition):position(oPosition) {
}
void Quad::update() {
}
void Quad::draw() {
float size = 1.3;
glColor3f(1.0f, 0.0f, 0.6f);
glPushMatrix();
glTranslatef(position.x(), position.y(), position.z());
glScalef(size, size,size);
glBegin(GL_QUADS);
glVertex3f(0,0,0);
glVertex3f(1,0,0);
glVertex3f(1,1,0);
glVertex3f(0,1,0);
glEnd();
glPopMatrix();
}
Update 17-07 Dear reader,
Just got a little bit further with rotating the quads. I'm positioning a couple of quads randomly and then I rotate them towards a look_at
vector3f using this code using the descriptions from the replies below:
void Quad::draw() {
float size = 0.5;
glColor3f(1.0f, 0.0f, 0.6f);
glPushMatrix();
Vector3f center = look_at - position;
Vector3f center_norm = center.normalized();
float r_angle = acos(center_norm.dot(normal));
Vector3f axis = normal.normalized().cross(center_norm);
glPointSize(8);
glLineWidth(4.0f);
// draw the center point
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_POINTS);
glVertex3fv(look_at.data());
glEnd();
// draw the quad
glColor4f(0.0f, 0.0f, 0.0f, 0.85f);
glTranslatef(position.x(), position.y(), position.z());
glRotatef(r_angle * RAD_TO_DEG, axis.x(), axis.y(), axis.z());
glScalef(size, size,size);
glBegin(GL_QUADS);
glVertex3f(-0.5,-0.5,0);
glVertex3f(0.5,-0.5,0);
glVertex3f(0.5,0.5,0);
glVertex3f(-0.5,0.5,0);
glEnd();
glPopMatrix();
}
The result looks like this:
As you can see I'm almost there, though the rotation of the quads is still a bit "strange". I you see the image below with the colored quads you clearly see the difference in rotation. How can I rotate the quad in such a way I get the same result as the colored sphere below?
Rotate Point Using Quaternion Vector For convenient visualization, define the point on the x-y plane. Create a quaternion vector specifying two separate rotations, one to rotate the point 45 and another to rotate the point -90 degrees about the z-axis. Use rotatepoint to perform the rotation. Plot the rotated points.
To rotate around a different point, the formula: X = cx + (x-cx)*cosA - (y-cy)*sinA, Y = cy + (x-cx)*sinA + (y-cy)*cosA, cx, cy is centre coordinates, A is the angle of rotation. The OpenGL function is glRotatef (A, x, y, z).
A quaternion is a set of 4 numbers, [x y z w], which represents rotations the following way: // RotationAngle is in radians x = RotationAxis. x * sin(RotationAngle / 2) y = RotationAxis. y * sin(RotationAngle / 2) z = RotationAxis.
Create Quaternion by Specifying Euler Angles You can create an N-by-1 quaternion array by specifying an N-by-3 array of Euler angles in radians or degrees. Use the euler syntax to create a scalar quaternion using a 1-by-3 vector of Euler angles in radians.
Rotation axis = normalize(crossproduct(currentNormal, desiredNormal))
Rotation angle = acos(dotproduct(normalize(currentNormal), normalize(desiredNormal)).
You can build either rotation matrix or quaternion from axis and angle. Exact formula can be found in any resource about quaternions.
You may need to flip angle or axis depending on whether you rotate normal around its' base or around its' tip.
Also THIS resource seems to have enough information about quaternions, rotations, and 3d space in general.
You may have already found this - http://gpwiki.org/index.php/OpenGL:Tutorials:Using_Quaternions_to_represent_rotation - but I found it useful when I last looked into this topic.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With