头歌实践教学平台:投影变换v2.0

本文详细介绍了如何在3D图形编程中使用正等测投影和投影变换技术,包括对正方体模型进行不同轴向的正投影,并通过代码实现绘制白色、红色、绿色和黄色矩形以及最终的正等测投影。
摘要由CSDN通过智能技术生成

第3关:三视图与正等测投影

一. 任务描述

1. 本关任务

(1) 理解投影变换的方法; (2) 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1的obj正方体模型,具体模型如下图:

test

(2) 代码自动将模型投影到二维平面,经过模型变换,生成一个长宽高不等的立方体; (3) 将立方体沿Z轴向XOY平面正投影,并绘制出一个白色矩形; (4) 将立方体沿Y轴向XOZ平面正投影,然后沿X轴逆时针旋转90度,最后沿着Y轴负方向平移1.2个单位长度,绘制一个红色矩形; (5) 将立方体沿X轴向YOZ平面正投影,然后沿Y轴顺时针旋转90度,最后沿着X轴负方向平移1.2个单位长度,绘制一个绿色矩形; (6) 绘制正等测投影图,将立方体沿Z轴逆时针旋转45度,再沿X轴逆时针旋转35.25度,然后沿Z轴向XOY平面正投影。最后沿着Y轴正方向平移1.2个单位长度,绘制一个黄色立方体;

3. 输出

具体结果如下图所示:

test

二. 相关知识

1. 投影变换

投影变换相关知识点,请参考教材与课件或有关资料。 本实验投影变换采用了正投影变换,如沿X轴向YOZ平面进行正投影的投影变换矩阵ProjectionX为:

 
  1. Matrix ProjectionX = Matrix::identity(4);
  2. ProjectionX[0][0] = 0.0f;

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);
		else
			image.set(x, y, color);

		d = d + 2 * dy;
		if (d > 0)
		{
			y += (p1.y > p0.y ? 1 : -1);
			d = d - 2 * dx;
		}
	}
}

Matrix projection(Vec3f eye, Vec3f center)
{
	Matrix m = Matrix::identity(4);
	m[3][2] = -1.f / (eye - center).norm();
	return m;
}

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 lookat(Vec3f eye, Vec3f center, Vec3f up) {
	Vec3f z = (eye - center).normalize();
	Vec3f x = (up^z).normalize();
	Vec3f y = (z^x).normalize();
	Matrix res = Matrix::identity(4);
	for (int i = 0; i < 3; i++) {
		res[0][i] = x[i];
		res[1][i] = y[i];
		res[2][i] = z[i];
		res[i][3] = -center[i];
	}
	return res;
}

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 = 800;
	const int height = 800;
	const int depth = 255;


	//generate some image
	PNGImage image(width, height, PNGImage::RGBA); //Error when RGB because lodepng_get_raw_size_lct(w, h, colortype, bitdepth) > in.size() in encode
	image.init(black);
	model = new Model("cube.obj");
	Matrix ViewPort = 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()]);

			Matrix S0 = scale(0.5, 0.4, 0.3);
			Vec3f swp0 = S0 * wp0;
			Vec3f swp1 = S0 * wp1;
			// Please add the code here
            /********** Begin ********/
			Matrix ProjectionX = Matrix::identity(4);
            ProjectionX[0][0]=0.0f;

            Matrix ProjectionY = Matrix::identity(4);
            ProjectionY[1][1]=0.0f;

            Matrix ProjectionZ = Matrix::identity(4);
            ProjectionZ[2][2]=0.0f;

            Vec3f p0 = ViewPort*ProjectionZ* swp0;
			Vec3f p1 = ViewPort*ProjectionZ* swp1;
            line(p0,p1,image,white);//白色矩形

            Matrix R = rotation_x(90);
            Matrix T = translation(Vec3f(0,-1.2,0));
            Vec3f p0_44 = ViewPort*T*R*ProjectionY* swp0;
			Vec3f p1_44 = ViewPort*T*R*ProjectionY* swp1;
            line(p0_44,p1_44,image,red);//红色矩形

            Matrix R1 = rotation_y(-90);
            Matrix T1 = translation(Vec3f(-1.2,0,0));
            Vec3f p0_55 = ViewPort*T1*R1*ProjectionX* swp0;
			Vec3f p1_55 = ViewPort*T1*R1*ProjectionX* swp1;
            line(p0_55,p1_55,image,green);//绿色矩形

			Matrix R2 = rotation_z(45);
            Matrix R3 = rotation_x(35.25);
            Matrix T2 = translation(Vec3f(0,1.2,0));
            Vec3f p0_66 = ViewPort*T2*ProjectionZ*R3*R2* swp0;
			Vec3f p1_66 = ViewPort*T2*ProjectionZ*R3*R2* swp1;
            line(p0_66,p1_66,image,yellow);//黄色立方体
            
            /********** End ********/
		}
	}

	image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
	image.write_png_file("../img_step3/test.png");
	delete model;
	return 0;
}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值