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Featured Replies

Posted

How to rotate an object (IModelCustom part in my case) around its center and specified axis ?

Hi

 

I would suggest to use GL11.glRotatef(angle, rotationaxisx, rotationaxisy, rotationaxisz) immediately before you render the model.

 

This rotates by the given angle around the rotationaxis you specify.

 

Is that what you meant?

 

-TGG

 

  • Author

When i do GL11.glRotatef(angle, axisX, axisY, axisZ) it doesn't rotate around its center . If you know EnderStorage mod's Ender tank I want to rotate a valve similar to its one . My one rotates incorrectly , around some other point, not center

Hi

 

In that case, try GL11.glTranslatef(dx, dy, dz) before and (-dx, -dy, -dz) after the glRotatef.  dx, dy, dz is how much you need to move your centre of rotation by.  This will change the centre point of rotation - i.e. you need to translate your model to the origin, rotate around the origin, then translate it back again.  I have to admit I'm not 100% sure about the correct translation to do after the Rotatef.  I think -dx,-dy,-dz is right, but you might need to play around to make sure.

 

-TGG

The problem is that "center" isn't a property of a model.  It's an idea.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

First of all, the model must be centered on the relative point 0,0,0. By that I mean, in your model rendering, the offset point x=0, y=0, z=0 is the center-most point in your model. Then any rotations will rotate at the center point in the model.

  • Author

Hi

 

In that case, try GL11.glTranslatef(dx, dy, dz) before and (-dx, -dy, -dz) after the glRotatef.  dx, dy, dz is how much you need to move your centre of rotation by.  This will change the centre point of rotation - i.e. you need to translate your model to the origin, rotate around the origin, then translate it back again.  I have to admit I'm not 100% sure about the correct translation to do after the Rotatef.  I think -dx,-dy,-dz is right, but you might need to play around to make sure.

 

-TGG

 

Thanks that solved the problem; -dx,-dy,-dz is ok :)

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