figures based on regular polygons (lab3) a polygon is regular if it is simple, if all its sides have...
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Figures based on regular polygons (lab3)
• A polygon is regular if it is simple, if all its sides have equal lengths, and if adjacent sides meet at equal interior angles.
• name n-gon to a regular polygon having n sides. Familiar examples are the 4-gon (a square), a 5-gon (a regular pentagon), 8-gon (a regular octagon),
• If the number of sides of an n-gon is large the polygon approximates a circle in appearance. In fact this is used later as one way to implement the drawing of a circle.
• The vertices of an n-gon lie on a circle, the so-called parent circle of the n-gon, and their locations are easily calculated.
Finding vertices of ngon
ngon
void ngon(int n, float cx, float cy, float radius, float rotAngle)
{ // assumes global Canvas object, cvs
if(n < 3) return; // bad number of sides
double angle = rotAngle * 3.14159265 / 180; // initial angle
double angleInc = 2 * 3.14159265 /n; //angle increment
…// moveTo(radius * cos(angle) + cx, radius * sin(angle) + cy);
for(int k = 0; k < n; k++) // repeat n times
{
angle += angleInc;
… //connect (radius * cos(angle) + cx, radius * sin(angle) + cy);
}
}
Variation of n-gons
• stellation formed by connecting every other vertex.
• rosette, formed by connecting each vertex to every other vertex.
Rosette
void Rosette(int N, float radius)
{Point2 pt[big enough value for largest rosette];
generate the vertices pt[0],. . .,pt[N-1], as in Figure 3.43
for(int i = 0; i < N - 1; i++)
for(int j = i + 1; j < N ; j++)
{…//.moveTo(pt[i]);
… // connect all the vertices alternatively
}
}
Drawing Circles
void drawCircle(Point2 center, float radius)
{const int numVerts = 50; // use larger for a better circle
ngon(numVerts, center.getX(), center.getY(), radius, 0);
}
Drawing Arcs
void drawArc(Point2 center, float radius, float startAngle, float sweep)
{ // startAngle and sweep are in degrees
const int n = 30; // number of intermediate segments in arc
float angle = startAngle * 3.14159265 / 180; // initial angle in radians
float angleInc = sweep * 3.14159265 /(180 * n); // angle increment
float cx = center.getX(), cy = center.getY();
…//moveTo(cx + radius * cos(angle), cy + radius * sin(angle));
for(int k = 1; k < n; k++, angle += angleInc)
….//connect all the points: (cx + radius * cos(angle), cy + radius * sin(angle));
}
Order of Transformation Matters
•Scale, translate•Translate scale
•Rotate, Translate•Translate, Rotate
An Example
•Line (A,B) , A=(0,0,0) B=(1,0,0)•S=(2,2,1)•T=(2,3,0)
•First Scale, then Translate•A’=(0,0,0) B’=(2,0,0); A’’=(2,3,0); B’’=(4,3,0)•First Translate, then Scale •A’=(2,3,0) B’=(3,3,0); A’’=(4,6,0); B’’=(6,6,0)
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OpenGL Transformations
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Objectives
•Learn how to carry out transformations in OpenGL
Rotation
Translation
Scaling
• Introduce OpenGL matrix modes Model-view
Projection
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OpenGL Matrices
• In OpenGL matrices are part of the state•Multiple types
Model-View (GL_MODELVIEW) Projection (GL_PROJECTION) Texture (GL_TEXTURE) (ignore for now) Color(GL_COLOR) (ignore for now)
•Single set of functions for manipulation•Select which to manipulated byglMatrixMode(GL_MODELVIEW);glMatrixMode(GL_PROJECTION);
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Current Transformation Matrix (CTM)
• Conceptually there is a 4 x 4 homogeneous coordinate matrix, the current transformation matrix (CTM) that is part of the state and is applied to all vertices that pass down the pipeline
• The CTM is defined in the user program and loaded into a transformation unit
CTMvertices vertices
p p’=CpC
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CTM operations
• The CTM can be altered either by loading a new CTM or by postmutiplication
Load an identity matrix: C ILoad an arbitrary matrix: C M
Load a translation matrix: C TLoad a rotation matrix: C RLoad a scaling matrix: C S
Postmultiply by an arbitrary matrix: C CMPostmultiply by a translation matrix: C CTPostmultiply by a rotation matrix: C C RPostmultiply by a scaling matrix: C C S
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Rotation about a Fixed Point
Start with identity matrix: C IMove fixed point to origin: C CT1
Rotate: C CRMove fixed point back: C CT2
Note that T2 = T1-1
Result of Postmultiplication: C = T1R T2 which is not we want.
(remember that the first matrix applied is on the far right)
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Reversing the Order
We want C = T2 R T1 so we must do the operations in the following order
C IC CT2
C CRC CT1
Each operation corresponds to one function call in the program.
Note that the last operation specified is the first matrix applied to vertex (far right matrix)
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CTM in OpenGL
•OpenGL has a model-view and a projection matrix in the pipeline which are concatenated together to form the CTM
•Can manipulate each by first setting the correct matrix mode
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Rotation, Translation, Scaling
glRotatef(theta, vx, vy, vz)
glTranslatef(dx, dy, dz)
glScalef( sx, sy, sz)
glLoadIdentity()
Load an identity matrix:
Multiply on right:
theta in degrees, (vx, vy, vz) define axis of rotation
Each has a float (f) and double (d) format (glScaled)
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Example
• Rotation about z axis by 30 degrees with a fixed point of (1.0, 2.0, 3.0)
• Remember that last matrix specified in the program is the first applied
glMatrixMode(GL_MODELVIEW);glLoadIdentity();glTranslatef(1.0, 2.0, 3.0);glRotatef(30.0, 0.0, 0.0, 1.0);glTranslatef(-1.0, -2.0, -3.0);
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Arbitrary Matrices
•Can load and multiply by matrices defined in the application program
•The matrix m is a one dimension array of 16 elements which are the components of the desired 4 x 4 matrix stored by columns
• In glMultMatrixf, m multiplies the existing matrix on the right
glLoadMatrixf(m)glMultMatrixf(m)
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Matrix Stacks
• In many situations we want to save transformation matrices for use later
Traversing hierarchical data structures (Chapter 10)
Avoiding state changes when executing display lists
•OpenGL maintains stacks for each type of matrix
Access present type (as set by glMatrixMode) by
glPushMatrix()glPopMatrix()
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Reading Back Matrices
• Can also access matrices (and other parts of the state) by query functions
• For matrices, we use as
glGetIntegervglGetFloatvglGetBooleanvglGetDoublevglIsEnabled
double m[16];glGetFloatv(GL_MODELVIEW, m);
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Using Transformations
• Example: use idle function to rotate a cube and mouse function to change direction of rotation
• Start with a program that draws a cube (colorcube.c) in a standard way
Centered at origin
Sides aligned with axes
Will discuss modeling later
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main.c
void main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); glutMainLoop();}
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Idle and Mouse callbacks
void spinCube() {theta[axis] += 2.0;if( theta[axis] > 360.0 ) theta[axis] -= 360.0;glutPostRedisplay();
}
void mouse(int btn, int state, int x, int y){ if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2;}
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Display callback
void display(){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); colorcube(); glutSwapBuffers();}
Note that because of fixed from of callbacks, variables such as theta and axis must be defined as globals
Camera information is in standard reshape callback
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Using the Model-view Matrix
• In OpenGL the model-view matrix is used to Position the camera
• Can be done by rotations and translations but is often easier to use gluLookAt
Build models of objects
• The projection matrix is used to define the view volume and to select a camera lens
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Model-view and Projection Matrices
• Although both are manipulated by the same functions, we have to be careful because incremental changes are always made by postmultiplication
For example, rotating model-view and projection matrices by the same matrix are not equivalent operations. Postmultiplication of the model-view matrix is equivalent to premultiplication of the projection matrix
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Smooth Rotation
• From a practical standpoint, we are often want to use transformations to move and reorient an object smoothly
Problem: find a sequence of model-view matrices M0,M1,…..,Mn so that when they are applied successively to one or more objects we see a smooth transition
• For orientating an object, we can use the fact that every rotation corresponds to part of a great circle on a sphere
Find the axis of rotation and angle Virtual trackball (see text)
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Incremental Rotation
• Consider the two approaches
For a sequence of rotation matrices R0,R1,
…..,Rn , find the Euler angles for each and use Ri= Riz Riy Rix
• Not very efficient
Use the final positions to determine the axis and angle of rotation, then increment only the angle
• Quaternions can be more efficient than either
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Interfaces
• One of the major problems in interactive computer graphics is how to use two-dimensional devices such as a mouse to interface with three dimensional obejcts
• Example: how to form an instance matrix?• Some alternatives
Virtual trackball 3D input devices such as the spaceball Use areas of the screen
• Distance from center controls angle, position, scale depending on mouse button depressed