javascriptanimationmatrixwebglmatrix-transform

How to keyframe animate a scale and rotate from an anchor point of a webGL cube?


I've created a cube in WebGL. I have an animation in mind but am struggling with make it come together.

The full code is roughly 150 lns of code so here's a working sample: Working Plunkr Code

Here's a video wireframe of the animation, I'm trying to achieve: https://youtu.be/sZeBm8EM3mw

1 -The animations sets an anchor point to the bottom left of the cube.

2 -The animation scales the cube from the anchor point.

3 -The animations rotates the cube from the anchor point roughly halfway through scale.

shaders: (Vertex)

attribute vec4 coords;
attribute float pointSize;
uniform mat4 transformMatrix;
attribute vec4 colors;
varying vec4 varyingColors;
uniform mat4 perspectiveMatrix;
void main(void) {
    gl_Position = perspectiveMatrix * transformMatrix  * coords;
    gl_PointSize = pointSize;
    varyingColors = colors;
}

(Fragment)

precision mediump float;
uniform vec4 color;
varying vec4 varyingColors;
void main(void) {
    gl_FragColor = varyingColors;
}

I'm using gl-matrix to do wall the matrix transformation

Transformations would go in the draw fn and use the gl-matrix mat4.

function draw() {

  var transformMatrix = gl.getUniformLocation(shaderProgram, "transformMatrix");
  gl.uniformMatrix4fv(transformMatrix, false, matrix);
  // mat4.rotateY(matrix, matrix, 0.01); // This is example of rotations
  gl.clear(gl.COLOR_BUFFER_BIT);
  gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_BYTE, 0);
  requestAnimationFrame(draw);
}

Solution

  • You must add what is called a "Pivot" in your transformation. The usual and simple transformation is defined as follow:

    transform = scale * rotate * translate;
    

    where:

    scale =      |  rotate =    |  translate = 
    
    Sx  0  0  0  |  Xx Xy Xz 0  |  1  0  0  0
    0   Sy 0  0  |  Yx Yy Yz 0  |  0  1  0  0
    0   0  Sz 0  |  Zx Zy Zz 0  |  0  0  1  0
    0   0  0  1  |  0  0  0  1  |  Tx Ty Tz 1
    

    To performs the rotation/scale around a Pivot Point (anchor) you must add a Pivot matrix describing the Pivot position (relative to object center):

    pivot = 
    
    1  0  0  0
    0  1  0  0
    0  0  1  0
    Px Py Pz 1
    

    And your transformation formula becomes the follow:

    transform = inverse(pivot) * scale * rotate * pivot * translate;
    

    Problem is that, while the scale * rotate * translate is easy to optimize (simplify to avoid real matrix multiplications), with pivot this become more tricky to optimize.

    Note: You also can inspire from this documentation, which is the Maya API Transform Class documentation, which provide an 'overkill' transformation formula. I used this in the past to understand how transformations works.