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Class QMatrix4x4

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  • E Offline
    E Offline
    Erija
    wrote on last edited by
    #3

    Hello again, I tried that but It didn't work.
    Is there any other solution ?

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    • SGaistS Offline
      SGaistS Offline
      SGaist
      Lifetime Qt Champion
      wrote on last edited by
      #4

      What did you do ?
      What did not work ?

      Interested in AI ? www.idiap.ch
      Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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      • E Offline
        E Offline
        Erija
        wrote on last edited by Erija
        #5
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        • SGaistS Offline
          SGaistS Offline
          SGaist
          Lifetime Qt Champion
          wrote on last edited by
          #6

          My suggestion was to create a QMatrix4x4 out of your GLfloat array.

          Something like

          QMatrix4x4 modelview(m);
          prod = matrix * modelview;
          

          Check the warning off the constructor.

          Interested in AI ? www.idiap.ch
          Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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          • E Offline
            E Offline
            Erija
            wrote on last edited by Erija
            #7

            @SGaist okay now I get no error but there is another little problem.
            I'm trying to rotate my object using QQuaternion class: so here is what I did:
            First I defined my quaternion:
            GLWidget::GLWidget(QWidget *parent):QOpenGLWidget(parent)

            {

             quaternion= QQuaternion(w=1.0, x=0.0, y=0.0, z=0.0);
             quaternion.setScalar(w);
             quaternion.setX(x);
             quaternion.setY(y);
             quaternion.setZ(z);
            
            
            connect(&timer, SIGNAL(timeout()), this, SLOT(update()));
            
            timer.start(16);
            

            }

            then :

            void GLWidget::paintGL()
            {

            glClear(GL_COLOR_BUFFER_BIT);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glEnable(GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            
            
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();
            
            // camera transformation
            gluLookAt(6.0, 6.0, 6.0, 3.0,3.5,0.0, 0.0,1.0,0.0);
            glTranslatef(1.1, 2.1, -3.1);
            

            QMatrix4x4 matrix, prod;

               GLfloat m[16];
               //GLfloat matrix[16];
               glGetFloatv (GL_MODELVIEW_MATRIX, m);
               QMatrix4x4 modelview(m);
               prod = matrix * modelview;
            
            
               prod.rotate(quaternion);
            

            then I drew the object I want to rotate which is a parallelepiped.

            My mainwindow looks like this: ov.PNG
            where the 4 first values are w,x,y,z.

            When I change these values, the object is supposed to rotate but it does not.

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            • SGaistS Offline
              SGaistS Offline
              SGaist
              Lifetime Qt Champion
              wrote on last edited by
              #8

              Did you apply the newly calculated matrix ?

              Interested in AI ? www.idiap.ch
              Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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              • E Offline
                E Offline
                Erija
                wrote on last edited by Erija
                #9

                @SGaist yes I applied it using the rotate function :
                GLfloat m[16];
                //GLfloat matrix[16];
                glGetFloatv (GL_MODELVIEW_MATRIX, m);
                QMatrix4x4 modelview(m);
                modelview.rotate(quaternion);
                update();

                Well the rotation will be applied on the modelview matrix and logically the object should rotate when I change the values of w,x,y,z but that doesn't happen.

                SGaistS 1 Reply Last reply
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                • SGaistS Offline
                  SGaistS Offline
                  SGaist
                  Lifetime Qt Champion
                  wrote on last edited by
                  #10

                  Did you apply the newly calculated matrix ?

                  Interested in AI ? www.idiap.ch
                  Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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                  • E Offline
                    E Offline
                    Erija
                    wrote on last edited by
                    #11

                    @SGaist Well I think I did; I used that function [ modelview.rotate(quaternion)].
                    Isn't it right ?

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                    • SGaistS Offline
                      SGaistS Offline
                      SGaist
                      Lifetime Qt Champion
                      wrote on last edited by
                      #12

                      I think there is a misunderstanding here.

                      You are modifying the local object that you created out of the data returned by glGetFloatv. Changing that as no influence whatsoever on the model view matrix actually used.

                      You have to load it back.

                      It's like when you want to modify a font on a widget. You retrieve the font, modify it and they apply it on the widget.

                      Interested in AI ? www.idiap.ch
                      Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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                      • 2 Offline
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                        23ing
                        wrote on last edited by
                        #13
                        This post is deleted!
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                        • E Offline
                          E Offline
                          Erija
                          wrote on last edited by
                          #14

                          @SGaist I'm sorry but what do you mean by saying that I'm modifying the local object created out of the data returned by glGetFloatv ?

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                          • E Erija

                            @SGaist yes I applied it using the rotate function :
                            GLfloat m[16];
                            //GLfloat matrix[16];
                            glGetFloatv (GL_MODELVIEW_MATRIX, m);
                            QMatrix4x4 modelview(m);
                            modelview.rotate(quaternion);
                            update();

                            Well the rotation will be applied on the modelview matrix and logically the object should rotate when I change the values of w,x,y,z but that doesn't happen.

                            SGaistS Offline
                            SGaistS Offline
                            SGaist
                            Lifetime Qt Champion
                            wrote on last edited by
                            #15

                            @Erija said in Class QMatrix4x4:

                                  GLfloat m[16];
                                  glGetFloatv (GL_MODELVIEW_MATRIX, m);
                                  QMatrix4x4 modelview(m);
                                 modelview.rotate(quaternion);
                                update();
                            

                            You rotate "modelview" which is built out of "m" that you populated with glGetFloatv.
                            That variable is decoupled from the OpenGL pipeline.

                            Interested in AI ? www.idiap.ch
                            Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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                            • E Offline
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                              Erija
                              wrote on last edited by
                              #16

                              @SGaist Modelview is built out of m and m contains the values of the modelview matrix.
                              In this line : QMatrix4x4 modelview(m); creates a 4x4 matrix from "m" so modelview(m) is the same as the modelview matrix. Am I right ??

                              By decoupled, you mean that OpenGL doesn't consider it as The modelview matrix, I mean the one used at the beginning for applying transformation such as rotation, translation and scaling ?

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                              • SGaistS SGaist

                                I think there is a misunderstanding here.

                                You are modifying the local object that you created out of the data returned by glGetFloatv. Changing that as no influence whatsoever on the model view matrix actually used.

                                You have to load it back.

                                It's like when you want to modify a font on a widget. You retrieve the font, modify it and they apply it on the widget.

                                E Offline
                                E Offline
                                Erija
                                wrote on last edited by
                                #17

                                @SGaist Yesterday you told me that I should load it back ? does it mean that I should use glLoadMatrix ?

                                SGaistS 1 Reply Last reply
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                                • E Erija

                                  @SGaist Yesterday you told me that I should load it back ? does it mean that I should use glLoadMatrix ?

                                  SGaistS Offline
                                  SGaistS Offline
                                  SGaist
                                  Lifetime Qt Champion
                                  wrote on last edited by
                                  #18

                                  @Erija said in Class QMatrix4x4:

                                  @SGaist Yesterday you told me that I should load it back ? does it mean that I should use glLoadMatrix ?

                                  Yes, the way the OpenGL pipeline works is closer to my QFont example. The data you fetch from it is a copy of what is used not a reference to it.

                                  Interested in AI ? www.idiap.ch
                                  Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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                                  • E Offline
                                    E Offline
                                    Erija
                                    wrote on last edited by
                                    #19

                                    I see but I tried to load the modelview matrix and the object didn't rotate.

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                                    • SGaistS Offline
                                      SGaistS Offline
                                      SGaist
                                      Lifetime Qt Champion
                                      wrote on last edited by
                                      #20

                                      Can you show your code ?

                                      Interested in AI ? www.idiap.ch
                                      Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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                                      • E Offline
                                        E Offline
                                        Erija
                                        wrote on last edited by
                                        #21

                                        @SGaist Okay, Here is my code:

                                        GLWidget::GLWidget(QWidget *parent):QOpenGLWidget(parent)

                                        {
                                        quaternion = QQuaternion( w, x, y, z); // construction of the quaternion
                                        w=1.0;
                                        x=0.0;
                                        y=0.0;
                                        z=0.0;

                                        connect(&timer, SIGNAL(timeout()), this, SLOT(update()));
                                        
                                        timer.start(16);
                                        

                                        }
                                        //================================================================================================

                                        void GLWidget::initializeGL()
                                        {

                                        glClearColor(0.0f,0.0f,0.0f,1.0f); //background
                                        

                                        }

                                        void GLWidget::paintGL()
                                        {

                                        glClear(GL_COLOR_BUFFER_BIT);
                                        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
                                        glEnable(GL_BLEND);
                                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                        

                                        glMatrixMode(GL_MODELVIEW); // Modelview matrix used to apply transformations on the object
                                        glLoadIdentity();

                                        // camera transformation
                                        gluLookAt(6.0, 6.0, 6.0, 3.0,3.5,0.0, 0.0,1.0,0.0);
                                        glTranslatef(1.1, 2.1, -3.1); // trnaslate the elements of the scene to the center
                                                                      // of the screen
                                        

                                        quaternion.normalize();

                                        GLfloat m[16];

                                        glGetFloatv (GL_MODELVIEW_MATRIX, m);
                                        QMatrix4x4 modelview(m);
                                        modelview.rotate(quaternion); // applying the rotation: rotate function calculates
                                        //the rotation matrix that corresponds to the quaternion
                                        // then multiplies it by the modelview matrix

                                        glLoadMatrixf(modelview.constData());

                                        glEnable(GL_DEPTH_TEST);
                                        glEnable(GL_CULL_FACE);

                                           glBegin(GL_QUADS);
                                        

                                        [ Then I drew the object]

                                        void GLWidget::resizeGL(int wi, int h)
                                        {
                                        glViewport(0,0,wi,h);
                                        glMatrixMode(GL_PROJECTION);
                                        glLoadIdentity();
                                        gluPerspective( 45.0, (float)wi/h, 0.01, 100.0);

                                        update();
                                        

                                        }

                                        Logically the glLoadMatrix will replace the current matrix which is the old modelview matrix with the new modelview matrix after applying the rotation but that doesn't happen and when I run my code, the object disappears.

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                                        • SGaistS Offline
                                          SGaistS Offline
                                          SGaist
                                          Lifetime Qt Champion
                                          wrote on last edited by
                                          #22

                                          Did you check that the output of your multiplied matrices is what you expect ?

                                          Interested in AI ? www.idiap.ch
                                          Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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