Name
glRotated — multiply the current matrix by a rotation matrixC Specification
void glRotated( | GLdouble | angle, |
GLdouble | x, | |
GLdouble | y, | |
GLdouble | z) ; |
void glRotatef( | GLfloat | angle, |
GLfloat | x, | |
GLfloat | y, | |
GLfloat | z) ; |
Parameters
angle
- Specifies the angle of rotation, in degrees.
x
,y
,z
- Specify the x, y, and z coordinates of a vector, respectively.
Description
glRotated
produces a rotation of angle
degrees around the vector x y z . The current matrix (see glMatrixMode) is multiplied by a rotation matrix with the product replacing the current matrix, as if glMultMatrix were called with the following matrix as its argument:
x 2 1 - c + c x y 1 - c - z s x z 1 - c + y s 0 y x 1 - c + z s y 2 1 - c + c y z 1 - c - x s 0 x z 1 - c - y s y z 1 - c + x s z 2 1 - c + c 0 0 0 0 1
Where c = cos angle , s = sin angle , and x y z = 1 (if not, the GL will normalize this vector).If the matrix mode is either
GL_MODELVIEW
or GL_PROJECTION
, all objects drawn after glRotate
is called are rotated. Use glPushMatrix and glPopMatrix to save and restore the unrotated coordinate system.Notes
This rotation follows the right-hand rule, so if the vector x y z points toward the user, the rotation will be counterclockwise.Errors
GL_INVALID_OPERATION
is generated if glRotate
is executed between the execution of glBegin and the corresponding execution of glEnd.Associated Gets
glGet with argumentGL_MATRIX_MODE
glGet with argument
GL_COLOR_MATRIX
glGet with argument
GL_MODELVIEW_MATRIX
glGet with argument
GL_PROJECTION_MATRIX
glGet with argument
GL_TEXTURE_MATRIX
Copyright
Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.Example
#include <GL/glut.h> // includes gl.h glu.h#include <iostream>
#include <windows.h>
#include <math.h>
void SetupRC();
void RenderScene(void);
void Keyboard (unsigned char key, int x, int y);
void ChangeSize(int w, int h);
float xRot =0.0f;
float yRot =0.0f;
float zRot =0.0f;
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_SINGLE | GLUT_RGBA );
glutCreateWindow ("Cube Drawing");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutKeyboardFunc(Keyboard);
SetupRC();
glutMainLoop();
return 0;
}
void SetupRC()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
glColor3f(0.0f, 1.0f, 0.0f);
//glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB);
}
void RenderScene(void)
{
glClear (GL_COLOR_BUFFER_BIT);
/*
glBegin(GL_POINTS);
//glVertex3i(0,0,0);
//glVertex3i(100,0,0);
glEnd();
*/
glPushMatrix ();
glRotated(xRot, 1.0, 0.0, 0.0);
glRotated(yRot, 0.0, 1.0, 0.0);
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
// draw Cube
glutWireCube (50.0);
glPopMatrix ();
glFlush ();
}
void ChangeSize(int w, int h)
{
GLfloat nRange = 100.0f;
// h가 0일 때
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
glMatrixMode (GL_PROJECTION);
//gluLookAt (0.0, 0.0, 0.0, 0.0, 0.0, -100.0, 0.0, 1.0, 0.0);
gluPerspective (0.0, w/h, 0.0, 100.0);
glLoadIdentity();
if (w <= h)
glOrtho
(-nRange, nRange,
-nRange*h/w, nRange*h/w,
-nRange, nRange);
else
glOrtho
(-nRange*w/h, nRange*w/h,
- nRange, nRange,
-nRange, nRange);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Keyboard (unsigned char key, int x, int y)
{
if(key == 'x'){
xRot+=0.5;
glutPostRedisplay();
}
if(key == 'y'){
yRot+=0.5;
glutPostRedisplay();
}
if(key == 'z'){
zRot+=0.5;
glutPostRedisplay();
}
}