第1关:模型变换
一. 任务描述
1. 本关任务
(1) 理解模型变换基本原理,掌握平移和旋转变换的方法; (2) 根据模型变换基本原理,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1的obj正方体模型,具体模型如下图:
(2) 代码自动将模型投影到二维平面上生成一个边长为1的白色立方体,具体图片如下所示:
(3) 将白色立方体的顶点坐标向x轴正方向平移1.2个单位距离,然后绘制一个红色立方形; (4) 将白色立方体的顶点坐标沿y轴逆时针方向旋转30度,再向x轴负方向平移1.3个单位距离,然后绘制一个绿色正方形。
3. 输出
具体结果如下图所示:
二. 相关知识
1. 平移变换
平移变换:将某个点P(x,y,z)
通过平移距离tx
、ty
和tz
加到P的坐标上平移到P′(x′,y′,z′)
写成矩阵的形式就是:
2. 旋转变换
空间绕z轴旋转θ
时,物体x、y坐标改变,而z坐标值在该变换中不改变,即
空间绕x轴旋转θ
时,物体y、z坐标改变,而x坐标值在该变换中不改变,即
空间绕y轴旋转θ
时,物体x、z坐标改变,而y坐标值在该变换中不改变,即
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);
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 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;
Vec3f eye(0.5, 1.5, 4);
Vec3f center(0, 0, 0);
Matrix Projection = Matrix::projection(eye, center);
Matrix ViewPort = Matrix::viewport(width / 4, width / 4, width / 2, height / 2, depth);
//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");
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, 0.5, 0.5);
Vec3f swp0 = S0 * wp0;
Vec3f swp1 = S0 * wp1;
// for comparing - draw the model after scaled
Vec3f op0 = ViewPort * Projection * swp0;
Vec3f op1 = ViewPort * Projection * swp1;
line(op0, op1, image, white);
// Please add the code here
/********** Begin ********/
//向x轴正方向平移1.2个单位距离
Matrix Tp = translation(Vec3f(1.2,0,0));
Vec3f tp0 = ViewPort * Projection *Tp*S0* wp0;
Vec3f tp1 = ViewPort * Projection *Tp*S0* wp1;
line(tp0, tp1, image, red);
//沿y轴逆时针方向旋转30度
Matrix Rx = rotation_y(30);
//向x轴负方向平移1.3个单位距离
Matrix Tp1 = translation(Vec3f(-1.3,0,0));
Vec3f rtp0 = ViewPort * Projection *Tp1*Rx*S0* wp0;
Vec3f rtp1 = ViewPort * Projection *Tp1*Rx*S0* wp1;
line(rtp0, rtp1, image, green);
/********** End *********/
}
}
image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
image.write_png_file("../img_step1/test.png");
delete model;
return 0;
}