質問編集履歴

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提示画像を追加

2021/04/27 10:15

投稿

退会済みユーザー
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+ ![イメージ説明](45a8796353b35fa51c8dd8f321ca49ef.png)
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  ![イメージ説明](753dca4a8b8c31253e44c8d6a32590c6.png)
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文章を修正

2021/04/27 10:15

投稿

退会済みユーザー
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+ 画像は提示コードのangle 変数部の数値0の場合とそうじゃない場合の画像です。
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+ ![イメージ説明](753dca4a8b8c31253e44c8d6a32590c6.png)
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+ ![イメージ説明](24222a87972cd9063b07e79b9dcebfe6.png)
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  このコードで原点を真ん中にずらしたものを変数mに入れてその行列をvecRotate分回転させて値がrorate変数格納という処理なのでがこの処理で
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  ```
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- ![イメージ説明](a1f76f5a8ff3b9f8d3f705f0ac9bfb76.png)
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- ```cpp
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+ ```ここに言語を入力
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  #include "DrawTest_2D.hpp"
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  vecScale = glm::vec3(size.x, size.y, 1.0f); //拡大縮小
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- vecRotate = glm::vec3(1.0f, 1.0f, 1.0f); //回転
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+ vecRotate = glm::vec3(0.0f, 0.0f, -1.0f); //回転
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- angle = 0.0f; //回転量
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+ angle = 20.0f; //回転量
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  vecTranslate = glm::vec3(0.0f, 0.0f, 0.0f); //平行移動
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- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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  //モデル行列
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  glm::mat4 m = glm::translate(translate, glm::vec3(size.x * 0.5f, size.y * 0.5f,0)); //平行移動
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+ std::cout << "m 行列" << std::endl;
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+ std::cout << m[0].x << " , " << m[0].y << " , " << m[0].z << " , " << m[0].w << std::endl;
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+ std::cout << m[1].x << " , " << m[1].y << " , " << m[1].z << " , " << m[1].w << std::endl;
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+ std::cout << m[2].x << " , " << m[2].y << " , " << m[2].z << " , " << m[2].w << std::endl;
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+ std::cout << m[3].x << " , " << m[3].y << " , " << m[3].z << " , " << m[3].w << std::endl;
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+ std::cout << std::endl;
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+ std::cout << std::endl;
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  rotate = glm::rotate(m,angle, vecRotate); //回転
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+ std::cout << "rotate 行列" << std::endl;
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+ std::cout << rotate[0].x << " , " << rotate[0].y << " , " << rotate[0].z << " , " << rotate[0].w << std::endl;
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+ std::cout << rotate[1].x << " , " << rotate[1].y << " , " << rotate[1].z << " , " << rotate[1].w << std::endl;
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+ std::cout << rotate[2].x << " , " << rotate[2].y << " , " << rotate[2].z << " , " << rotate[2].w << std::endl;
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+ std::cout << rotate[3].x << " , " << rotate[3].y << " , " << rotate[3].z << " , " << rotate[3].w << std::endl;
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+ std::cout << std::endl;
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+ std::cout << std::endl;
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  //translate = glm::translate(translate, vecTranslate); //平行移動
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  scale = glm::scale(glm::mat4(1), vecScale); //拡大縮小
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- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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  //ビュー
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  ```glsl
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  /*#########################################################################