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212 lines (178 loc) · 6.88 KB
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Copy pathTranslationRotation.c
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212 lines (178 loc) · 6.88 KB
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/*Code to show translation and rotation of a rectangle
Copyright - Prateek Narendra, Gokul Shanth, Jashan Shetty (2014)
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#if defined(__APPLE__)
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
GLdouble width, height; /* window width and height */
int wd; /* GLUT window handle */
float rectangle1[3][1];
float rectangle2[3][1];
float rectangle3[3][1];
float rectangle4[3][1];
float rectangle1_origin[3][1];
float rectangle2_origin[3][1];
float rectangle3_origin[3][1];
float rectangle4_origin[3][1];
float line1[3][1];
float line2[3][1];
float translation[3][3]={{0,0,0},{0,0,0},{0,0,1}};
float rotation[3][3]={{0,0,0},{0,0,0},{0,0,1}};
float rectangle1_translate[3][1]={{0},{0},{1}};
float rectangle2_translate[3][1]={{0},{0},{1}};
float rectangle3_translate[3][1]={{0},{0},{1}};
float rectangle4_translate[3][1]={{0},{0},{1}};
float rectangle1_rotate[3][1]={{0},{0},{1}};
float rectangle2_rotate[3][1]={{0},{0},{1}};
float rectangle3_rotate[3][1]={{0},{0},{1}};
float rectangle4_rotate[3][1]={{0},{0},{1}};
float rectangle1_translate_rotate[3][1]={{0},{0},{1}};
float rectangle2_translate_rotate[3][1]={{0},{0},{1}};
float rectangle3_translate_rotate[3][1]={{0},{0},{1}};
float rectangle4_translate_rotate[3][1]={{0},{0},{1}};
void matrix_multiply(float mmatrix[3][1],float matrix1[3][3],float matrix2[3][1]) //Matrix Multiplication
{
int i,j,k;
for (i=0;i<3;i++)
for(j=0;j<1;j++)
{
mmatrix[i][j]=0;
for(k=0;k<3;k++)
mmatrix[i][j]+= matrix1[i][k]*matrix2[k][j];
}
}
void init(void)
{
width = 1280.0; /* initial window width and height, */
height = 800.0; /* within which we draw. */
}
void start()
{ int a,b;
float centerx,centery,wid,hei,line1x,line1y,line2x,line2y,angle,translate_x,translate_y;
printf("\nEnter the coordinates of the centre of the rectangle : ");
scanf("%f%f",¢erx,¢ery);
printf("\nEnter the width and height : ");
scanf("%f%f",&wid,&hei);//INPUT
printf("\nEnter translation factor : ");
scanf("%f%f",&translate_x,&translate_y);
printf("Enter rotation angle : ");
scanf("%F",&angle);
rectangle1[0][0]=centerx-(wid/2);
rectangle1[1][0]=centery-(hei/2);
rectangle1[2][0]=1;
rectangle2[0][0]=centerx-(wid/2);
rectangle2[1][0]=centery+(hei/2);
rectangle2[2][0]=1;//Calculation of rectangle vertices
rectangle3[0][0]=centerx+(wid/2);
rectangle3[1][0]=centery+(hei/2);
rectangle3[2][0]=1;
rectangle4[0][0]=centerx+(wid/2);
rectangle4[1][0]=centery-(hei/2);
rectangle4[2][0]=1;
translation[0][2]=-(centerx);
translation[1][2]=-(centery);
translation[2][2]=1; //For rotation - procedure id -> translate to origin -> rotate ->translate back
translation[0][0]=1; //Settting up translation matrix
translation[1][1]=1;
rotation[0][0]=cos(angle);
rotation[0][1]=-sin(angle);//Settting up rotation matrix
rotation[1][0]=sin(angle);
rotation[1][1]=cos(angle);
rotation[2][2]=1;
matrix_multiply(rectangle1_translate,translation,rectangle1);
matrix_multiply(rectangle2_translate,translation,rectangle2);
matrix_multiply(rectangle3_translate,translation,rectangle3); //Translating to origin
matrix_multiply(rectangle4_translate,translation,rectangle4);
matrix_multiply(rectangle1_rotate,rotation,rectangle1_translate);
matrix_multiply(rectangle2_rotate,rotation,rectangle2_translate);
matrix_multiply(rectangle3_rotate,rotation,rectangle3_translate);//Rotating
matrix_multiply(rectangle4_rotate,rotation,rectangle4_translate);
translation[0][2]=(centerx);
translation[1][2]=(centery);
translation[2][2]=1;
translation[0][0]=1;
translation[1][1]=1;
matrix_multiply(rectangle1_translate_rotate,translation,rectangle1_rotate);
matrix_multiply(rectangle2_translate_rotate,translation,rectangle2_rotate);
matrix_multiply(rectangle3_translate_rotate,translation,rectangle3_rotate);//Translating back
matrix_multiply(rectangle4_translate_rotate,translation,rectangle4_rotate);
translation[0][2]=translate_x;
translation[1][2]=translate_y;
translation[2][2]=1;
translation[0][0]=1;//Normal translation function
translation[1][1]=1;
matrix_multiply(rectangle1_translate,translation,rectangle1);
matrix_multiply(rectangle2_translate,translation,rectangle2);
matrix_multiply(rectangle3_translate,translation,rectangle3);
matrix_multiply(rectangle4_translate,translation,rectangle4);
}
void display(void)
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0, 0.0, 0.0);
glLineWidth(3.0);
glBegin(GL_LINES);
glVertex2f(rectangle1[0][0],rectangle1[1][0]);
glVertex2f(rectangle2[0][0],rectangle2[1][0]);
glVertex2f(rectangle2[0][0],rectangle2[1][0]);
glVertex2f(rectangle3[0][0],rectangle3[1][0]);
glVertex2f(rectangle3[0][0],rectangle3[1][0]);
glVertex2f(rectangle4[0][0],rectangle4[1][0]);
glVertex2f(rectangle4[0][0],rectangle4[1][0]);
glVertex2f(rectangle1[0][0],rectangle1[1][0]);
glEnd();
glColor3f(1.0, 0.0, 0.0);
glLineWidth(3.0);
glBegin(GL_LINES);
glVertex2f(rectangle1_translate[0][0],rectangle1_translate[1][0]);
glVertex2f(rectangle2_translate[0][0],rectangle2_translate[1][0]);
glVertex2f(rectangle2_translate[0][0],rectangle2_translate[1][0]);
glVertex2f(rectangle3_translate[0][0],rectangle3_translate[1][0]); //Display of translated rectangle
glVertex2f(rectangle3_translate[0][0],rectangle3_translate[1][0]);
glVertex2f(rectangle4_translate[0][0],rectangle4_translate[1][0]);
glVertex2f(rectangle4_translate[0][0],rectangle4_translate[1][0]);
glVertex2f(rectangle1_translate[0][0],rectangle1_translate[1][0]);
glEnd();
glColor3f(0.0, 1.0, 0.0);
glLineWidth(3.0);
glBegin(GL_LINES);
glVertex2f(rectangle1_translate_rotate[0][0],rectangle1_translate_rotate[1][0]);
glVertex2f(rectangle2_translate_rotate[0][0],rectangle2_translate_rotate[1][0]);
glVertex2f(rectangle2_translate_rotate[0][0],rectangle2_translate_rotate[1][0]);
glVertex2f(rectangle3_translate_rotate[0][0],rectangle3_translate_rotate[1][0]); //Display of rotated rectangle with center as point of rotation
glVertex2f(rectangle3_translate_rotate[0][0],rectangle3_translate_rotate[1][0]);
glVertex2f(rectangle4_translate_rotate[0][0],rectangle4_translate_rotate[1][0]);
glVertex2f(rectangle4_translate_rotate[0][0],rectangle4_translate_rotate[1][0]);
glVertex2f(rectangle1_translate_rotate[0][0],rectangle1_translate_rotate[1][0]);
glEnd();
glFlush();
}
void reshape(int w, int h)
{
width = (GLdouble) w;
height = (GLdouble) h;
glViewport(0, 0, (GLsizei) width, (GLsizei) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, width, 0.0, height);
}
int
main(int argc, char *argv[])
{
start();
init();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA);
glutInitWindowSize((int) width, (int) height);
wd = glutCreateWindow("Translation and Rotation");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}