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.

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Page 1: 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

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.

Page 2: 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

Finding vertices of ngon

Page 3: 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

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);

}

}

Page 4: 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

Variation of n-gons

• stellation formed by connecting every other vertex.

• rosette, formed by connecting each vertex to every other vertex.

Page 5: 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

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

}

}

Page 6: 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

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);

}

Page 7: 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

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));

}

Page 8: 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

Order of Transformation Matters

•Scale, translate•Translate scale

•Rotate, Translate•Translate, Rotate

Page 9: 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

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)

Page 10: 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

10Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

OpenGL Transformations

Page 11: 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

11Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Objectives

•Learn how to carry out transformations in OpenGL

Rotation

Translation

Scaling

• Introduce OpenGL matrix modes Model-view

Projection

Page 12: 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

12Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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);

Page 13: 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

13Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

Page 14: 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

14Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

Page 15: 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

15Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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)

Page 16: 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

16Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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)

Page 17: 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

17Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

Page 18: 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

18Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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)

Page 19: 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

19Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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);

Page 20: 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

20Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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)

Page 21: 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

21Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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()

Page 22: 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

22Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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);

Page 23: 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

23Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

Page 24: 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

24Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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();}

Page 25: 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

25Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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;}

Page 26: 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

26Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

Page 27: 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

27Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

Page 28: 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

28Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

Page 29: 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

29Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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)

Page 30: 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

30Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

Page 31: 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

31Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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