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pepcots avatar pepcots commented on May 30, 2024

Hi @Ethanm-0371 ! I don't see any problem on this method or on glm calculations. The values are fine, but you may be missing some things, I'll try to put :them in separate comments:

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pepcots avatar pepcots commented on May 30, 2024

OpenGL is, by default, right-handed. so, for a transformation (axys system), you can not have "right" and "forward" vectors but "left" and "forward"-> this may be affecting some calculations you are doing:
image

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pepcots avatar pepcots commented on May 30, 2024

Transformations are applied by pre-multiplying but in reverse order!
This means, if you want to rotate in XYZ order, you have to use parentesis ()
rotXYZ = rotZ * (rotY * rotX);

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pepcots avatar pepcots commented on May 30, 2024

I really recommend you to rotate by using a rotation xis and the amount of degrees. Then, you can use glm to compute the transform (check how MyGameMaker is doing it!)

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pepcots avatar pepcots commented on May 30, 2024

Last but not least, a very off-topic recommendation: always pass "vec3" (and any other struct or class) as a constant reference!

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pepcots avatar pepcots commented on May 30, 2024

Actual XYZ ordered rotations can not be transformed to local-global spaces. Or, at least, not in the way you are doing it!
Try to refactor it to
void Transform::Rotate(double rads, const vec3& axis){ _transform = glm::rotate( rads, axis); }

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pepcots avatar pepcots commented on May 30, 2024

Hi @Ethanm-0371 @xGauss05 @PauFusco is this issue closed? Don't have any feedback and it is still open. Please, update it!

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xGauss05 avatar xGauss05 commented on May 30, 2024

Yeah, the issue is solved. Sorry for the delay. Thanks for the help!

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