opentk vb.net多次旋转和平移

问题描述

我正在用vb.net和OpenTK编写一个小型sfw,实际上我可以正确加载和呈现一些stl文件。

我的程序的目的是展示一台CNC机器并读取gcode文件以显示该文件的仿真结果。

我在零件旋转方面遇到问题,某些零件必须旋转并平移几次,例如Z轴上为45°,X轴上为50°,然后在XYZ上平移

我有这样的尝试:

For Each p As Pezzo In ListaPezzi   'Draw all peaces

    GL.PushMatrix()                                 'Fix actually situation
    GL.Translate(p.DeX,p.DeY,p.DeZ)               'Translation on peace reference
    GL.Rotate(p.AlfaX,1,0)                     'Rotation X
    GL.Rotate(p.AlfaY,0)                     'Rotation Y
    GL.Rotate(p.AlfaZ,1)                     'Rotation Z
    GL.Translate(-p.DeX,-p.DeY,-p.DeZ)            'Restore peace position

    If p.Tipo = Pezzo.Type.STL Then DisegnaSTL(p)   'Draw peace

    GL.PopMatrix()                                  'return matrix to past state

Next

第一次旋转后,其他旋转将“投影”在第一次旋转上。

解决方法

这是我设置视点和绘图系统的代码:

Imports OpenTK
Imports OpenTK.Graphics
Imports OpenTK.Graphics.OpenGL
Imports System.Drawing

Public Class Form1

Private Sub GlControl1_Paint(sender As Object,e As PaintEventArgs) Handles GlControl1.Paint

    GL.Clear(ClearBufferMask.ColorBufferBit)
    GL.Clear(ClearBufferMask.DepthBufferBit)


    Vista.Proporzioni = GlControl1.Width / GlControl1.Height

    Dim perspective As Matrix4
    perspective = Matrix4.CreateOrthographicOffCenter(Vista.Xmin,Vista.Xmin + Vista.Size,Vista.Ymin,Vista.Ymin + (Vista.Size / Vista.Proporzioni),Vista.ProfMin,Vista.ProfMax)


    'Perspective
    GL.MatrixMode(MatrixMode.Projection) 'load the camera
    GL.LoadIdentity()
    GL.LoadMatrix(perspective)


    GL.Viewport(0,GlControl1.Width,GlControl1.Height)
    GL.Enable(EnableCap.DepthTest)
    GL.DepthFunc(DepthFunction.Less)


    GL.Rotate(Vista.AngoloX,New Vector3(1,0)) 'asse X
    GL.Rotate(0,New Vector3(0,1,0)) 'asse Y
    GL.Rotate(Vista.AngoloZ,1)) 'asse Z



    DisegnaOrg()
    DisegnaGriglia()
    DisegnaPezzi()


    'Finally..................
    GraphicsContext.CurrentContext.VSync = True ' to syncronize with the GPU ability
    GlControl1.SwapBuffers() 'takes from GL and put to control
    GlControl1.Invalidate()


End Sub

当我在不使用代码进行转换的情况下加载我的stl时:

DisegnaSTL(p)   'Draw peace

DisegnaSTL simpy做:

    GL.Begin(BeginMode.Triangles)
    GL.Color3(Color.Silver)
    GL.Vertex3(_p1.X,_p1.Y,_p1.Z)
    GL.Vertex3(_p2.X,_p2.Y,_p2.Z)
    GL.Vertex3(_p3.X,_p3.Y,_p3.Z)
    GL.End()

stl的每个三角形

系统负载如下: loading

现在对我来说,有必要先在X轴上旋转,然后在Z轴上旋转,然后在最终位置上移动和平度,例如X轴上为45°,Z轴上为90°,然后x = 20 y = 30 z = 10 >

如果我仅这样应用X旋转:

GL.PushMatrix()                                 'Fix actually situation
GL.Rotate(-45,0)                     'Rotation X
DisegnaSTL(p)   'Draw peace
GL.PopMatrix()                                  'return matrix to past state

结果正确: only x rotation

如果我仅这样应用Z旋转:

GL.PushMatrix()                                 'Fix actually situation
GL.Rotate(90,1)                     'Rotation Z
DisegnaSTL(p)   'Draw peace
GL.PopMatrix()                                  'return matrix to past state

结果正确: only z rotation

如果我像这样应用X和Z旋转:

GL.PushMatrix()                                 'Fix actually situation
GL.Rotate(-45,0)                     'Rotation X
GL.Rotate(90,1)                     'Rotation Z
DisegnaSTL(p)   'Draw peace
GL.PopMatrix()                                  'return matrix to past state

结果不正确: xz rotation

然后,如果我也应用了不正确的翻译,则尝试使用以下代码在Y方向上仅应用10:

        GL.PushMatrix()                                 'Fix actually situation
        GL.Rotate(-45,0)                     'Rotation X
        GL.Rotate(90,1)                     'Rotation Z
        GL.Translate(-0,10,-0)               'Translation 
        DisegnaSTL(p)   'Draw peace
        GL.PopMatrix()                                  'return matrix to past state

,结果是: final

问题是,在X轴上第一次旋转之后,Z轴也在X方向上旋转,所以我必须不在新的法线Z上旋转,而必须在标准Z轴上旋转,而当我平移时,我必须非标准地在最终平面上在标准轴上运动

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