第3关:图形的平移与旋转
一. 任务描述
1. 本关任务
(1) 理解几何变换基本原理, 掌握平移和旋转变换的方法; (2) 根据几何变换基本原理,将main函数中的空白部分补充完整。
2. 输入
(1) 代码将自动输入一个边长为2的obj正方体模型,具体模型如下图:
(2) 将立方体的顶点坐标分别沿x,y,z轴方向缩放0.5倍,然后绘制一个白色正方形; (3) 将立方体的顶点坐标分别向x,y,z轴正方向平移0.5个单位距离,再沿z轴逆时针方向旋转45度,然后绘制一个绿色正方形 (4) 将立方体的顶点坐标分别沿z轴逆时针方向旋转45度,再分别向x,y,z轴正方向平移0.5个单位距离,然后绘制一个红色正方形;
3. 输出
具体结果如下图所示:
二. 相关知识
几何变换:指对图形的几何信息经过平移、缩放、旋转等变换后产生的新图形。
1. 先平移后旋转
将某个点P
的坐标首先通过矩阵T
平移一定距离,然后再通过矩阵R
旋转一定角度得到 P′
写成矩阵的形式就是:
P′=RTP
2. 先旋转后平移
将某个点P
的坐标首先通过矩阵R
旋转一定角度,然后再通过矩阵T
平移一定距离,得到 P′
写成矩阵的形式就是:
P′=TRP
提示: 注意对比图形平移和旋转的顺序不同时的效果。
三. 操作说明
(1)按要求补全代码; (2)点击窗口右下角"测评"按钮,等待测评结果,如果通过后可进行下一关任务。
开始你的任务吧,祝你成功!
四、实验代码
#include <vector>
#include <cmath>
#include <algorithm>
#include <iostream>
#include "model.h"
#include "geometry.h"
#include "pngimage.h"using namespace std;
const double PI = acos(-1.0);void line(Vec3i p0, Vec3i p1, PNGImage &image, PNGColor color)
{bool steep = false;if (std::abs(p0.x - p1.x) < std::abs(p0.y - p1.y)){std::swap(p0.x, p0.y);std::swap(p1.x, p1.y);steep = true;}if (p0.x > p1.x){std::swap(p0.x, p1.x);std::swap(p0.y, p1.y);}int dx = p1.x - p0.x;int dy = std::abs(p1.y - p0.y);int y = p0.y;int d = -dx;for (int x = p0.x; x <= p1.x; x++){if (steep)image.set(y, x, color);elseimage.set(x, y, color);d = d + 2 * dy;if (d > 0){y += (p1.y > p0.y ? 1 : -1);d = d - 2 * dx;}}
}Matrix viewport(int x, int y, int w, int h, int depth) {Matrix m = Matrix::identity(4);m[0][3] = x + w / 2.f;m[1][3] = y + h / 2.f;m[2][3] = depth / 2.f;m[0][0] = w / 2.f;m[1][1] = h / 2.f;m[2][2] = depth / 2.f;return m;
}Matrix translation(Vec3f v) {Matrix Tr = Matrix::identity(4);Tr[0][3] = v.x;Tr[1][3] = v.y;Tr[2][3] = v.z;return Tr;
}Matrix scale(float factorX, float factorY, float factorZ)
{Matrix Z = Matrix::identity(4);Z[0][0] = factorX;Z[1][1] = factorY;Z[2][2] = factorZ;return Z;
}Matrix rotation_x(float angle)
{angle = angle * PI / 180;float sinangle = sin(angle);float cosangle = cos(angle);Matrix R = Matrix::identity(4);R[1][1] = R[2][2] = cosangle;R[1][2] = -sinangle;R[2][1] = sinangle;return R;
}Matrix rotation_y(float angle)
{angle = angle * PI / 180;float sinangle = sin(angle);float cosangle = cos(angle);Matrix R = Matrix::identity(4);R[0][0] = R[2][2] = cosangle;R[0][2] = sinangle;R[2][0] = -sinangle;return R;
}Matrix rotation_z(float angle) {angle = angle * PI / 180;float sinangle = sin(angle);float cosangle = cos(angle);Matrix R = Matrix::identity(4);R[0][0] = R[1][1] = cosangle;R[0][1] = -sinangle;R[1][0] = sinangle;return R;
}int main(int argc, char** argv)
{const PNGColor white = PNGColor(255, 255, 255, 255);const PNGColor black = PNGColor(0, 0, 0, 255);const PNGColor red = PNGColor(255, 0, 0, 255);const PNGColor green = PNGColor(0, 255, 0, 255);const PNGColor blue = PNGColor(0, 0, 255, 255);const PNGColor yellow = PNGColor(255, 255, 0, 255);Model *model = NULL;const int width = 500;const int height = 500;const int depth = 255;//generate some imagePNGImage image(width, height, PNGImage::RGBA); //Error when RGB because lodepng_get_raw_size_lct(w, h, colortype, bitdepth) > in.size() in encodeimage.init(black);model = new Model("cube.obj");Matrix VP = viewport(width / 4, width / 4, width / 2, height / 2, depth);for (int i = 0; i < model->nfaces(); i++){std::vector<int> face = model->face(i);for (int j = 0; j < (int)face.size(); j++){Vec3f wp0 = model->vert(face[j]);Vec3f wp1 = model->vert(face[(j + 1) % face.size()]);// Please add the code here/********** Begin ********/// draw the model after scaledMatrix Suo=scale(0.5,0.5,0.5);Vec3f ssp0=VP*Suo*wp0;Vec3f ssp1=VP*Suo*wp1;line(ssp0,ssp1,image,white);// translated then rotated Matrix Tp=translation(Vec3f(1,1,1));Matrix R = rotation_z(45 );Vec3f trp0 = VP*Suo*Tp*R*wp0;Vec3f trp1 = VP*Suo*Tp*R*wp1;line(trp0, trp1, image, red);// rotated then translatedMatrix Tp1=translation(Vec3f(1.5,1.5,1.5));Vec3f rtp0=VP*Suo*R*Tp*wp0;Vec3f rtp1=VP*Suo*R*Tp*wp1;line(rtp0,rtp1,image,green);/********** End *********/}}image.flip_vertically(); // i want to have the origin at the left bottom corner of the imageimage.write_png_file("../img_step1/test.png");delete model;return 0;
}