3D Rotation
Using 3D Rotation to Rotate a cube
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 | // Code By Nifras Ismail #include <windows.h> #include <gl/Gl.h> #include <gl/glut.h> #include <cmath> typedef struct{float x;float y;}Point2D; typedef struct{float x;float y;float z;}Point3D; Point3D A,B,C,D,E,F,G,H; // Vertices of the cube Point2D Projected_A,Projected_B,Projected_C,Projected_D,Projected_E,Projected_F,Projected_G,Projected_H; GLfloat v_list[8][3]; /* Vertex list - will be filled in with X,Y,Z vertexes. */ GLint f_list[6][4]; /* Face list - for the 6 faces of a cube. */ void init(void) { /* Setup the vertex-list and the face-list here*/ v_list[0][0] = 100; v_list[0][1] = 100; v_list[0][2] = 100; v_list[1][0] = 300; v_list[1][1] = 100; v_list[1][2] = 100; v_list[2][0] = 300; v_list[2][1] = 300; v_list[2][2] = 100; v_list[3][0] = 100; v_list[3][1] = 300; v_list[3][2] = 100; v_list[4][0] = 100; v_list[4][1] = 100; v_list[4][2] = 300; v_list[5][0] = 300; v_list[5][1] = 100; v_list[5][2] = 300; v_list[6][0] = 300; v_list[6][1] = 300; v_list[6][2] = 300; v_list[7][0] = 100; v_list[7][1] = 300; v_list[7][2] = 300; } void rotatebox_x(float deg_x){ // rotate the cube about a line which is parallel to X axis float ang = deg_x * 3.14159265359 / 180.0; //angle in radians for (int i = 0; i <= 7; i++) { // do the necessary transformations for each of 8 vertices v_list[i][0] = v_list[i][0]; v_list[i][1] = v_list[i][1]*cos(ang) - v_list[i][2]*sin(ang); v_list[i][2] = v_list[i][1]*sin(ang) + v_list[i][2]*cos(ang); } glutPostRedisplay(); //this will call the function "myDisplay()" again } void rotatebox_y(float deg_y){ // rotate the cube about a line which is parallel to Y axis float ang = deg_y * 3.14159265359 / 180.0; for (int i = 0; i <= 7; i++) { // do the necessary transformations for each of 8 vertices v_list[i][1] = v_list[i][1]; v_list[i][0] = v_list[i][0]*cos(ang) - v_list[i][2]*sin(ang); v_list[i][2] = (-1)*v_list[i][0]*sin(ang) + v_list[i][2]*cos(ang); } glutPostRedisplay(); //this will call the function "myDisplay()" again } Point2D Project_ortho(float x, float y, float z){ //orthogonal projection Point2D p0; p0.x = x ; p0.y = y ; return p0; } void drawBox(Point2D A, Point2D B, Point2D C, Point2D D, Point2D E, Point2D F, Point2D G, Point2D H) { // Just project the vertices and draw the box glPointSize(1.0); glBegin(GL_LINE_LOOP); //DRAWING FRONT FACE glVertex2i(A.x, A.y); glVertex2i(B.x, B.y); glVertex2i(C.x, C.y); glVertex2i(D.x, D.y); glEnd(); glBegin(GL_LINE_LOOP); //DRAWING BACK FACE glVertex2i(E.x, E.y); glVertex2i(F.x, F.y); glVertex2i(G.x, G.y); glVertex2i(H.x, H.y); glEnd(); glBegin(GL_LINES); //DRAWING OTHER LINES glVertex2i(A.x, A.y); glVertex2i(E.x, E.y); glVertex2i(B.x, B.y); glVertex2i(F.x, F.y); glVertex2i(C.x, C.y); glVertex2i(G.x, G.y); glVertex2i(D.x, D.y); glVertex2i(H.x, H.y); glEnd(); glFlush(); } void draw_Cube(){ Projected_A = Project_ortho(v_list[0][0],v_list[0][1],v_list[0][1]); Projected_B = Project_ortho(v_list[1][0],v_list[1][1],v_list[1][1]); Projected_C = Project_ortho(v_list[2][0],v_list[2][1],v_list[2][1]); Projected_D = Project_ortho(v_list[3][0],v_list[3][1],v_list[3][1]); Projected_E = Project_ortho(v_list[4][0],v_list[4][1],v_list[4][1]); Projected_F = Project_ortho(v_list[5][0],v_list[5][1],v_list[5][1]); Projected_G = Project_ortho(v_list[6][0],v_list[6][1],v_list[6][1]); Projected_H = Project_ortho(v_list[7][0],v_list[7][1],v_list[7][1]); drawBox(Projected_A,Projected_B,Projected_C,Projected_D,Projected_E,Projected_F,Projected_G,Projected_H); } void myDisplay() { glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glColor3f(0.0f, 0.0f, 0.0f); draw_Cube(); } void keyboard(unsigned char key, int x, int y) { if (key == 'q' || key == 'Q') exit(EXIT_SUCCESS); } void special(int key, int, int) { switch (key) { case GLUT_KEY_LEFT: rotatebox_y(-1); break; // decreasing the angle by 1 degree case GLUT_KEY_RIGHT: rotatebox_y(1);break; // increasing the angle by 1 degree case GLUT_KEY_UP: rotatebox_x(-1);break; // decreasing the angle by 1 degree case GLUT_KEY_DOWN: rotatebox_x(1);break; // increasing the angle by 1 degree default: return; } } int main( int argc, char ** argv ) { glutInit( &argc, argv ); glutInitWindowPosition( 0, 0 ); glutInitWindowSize( 800, 600 ); glutCreateWindow( "3D Transformations" ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluOrtho2D( 0, 800, 0, 600 ); glViewport(0, 0, 800, 600); init(); glutKeyboardFunc(keyboard); glutSpecialFunc(special); glutDisplayFunc( myDisplay ); glutMainLoop(); return( 0 ); } |
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