头歌实践教学平台:CG3-v2.0-图形几何变换

第5关:绘制三菱形状

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、旋转和缩放变换的方法; (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来绘制三菱形状。

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:

test

(2) 将立方体的顶点坐标分别沿x,y,z轴方向缩放0.5倍; (3) 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y,z轴缩放0.5倍,x轴保持不变,然后绘制一个红菱形; (4) 将红色菱形沿着x轴正方向平移22​​ 个单位距离,然后将红菱形沿Z轴逆时针旋转90度; (5)绿色和黄色菱形与红色菱形的夹角均为120度。

3. 输出

具体结果如下图所示:

test

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。 提示: 注意图形变换的顺序,红色菱形的绘制可参考关卡4。

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 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 = 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 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()]);

			Matrix T = translation(Vec3f(sqrt(2)/2, 0, 0));
			// Please add the code here
            /********** Begin ********/
			Matrix Suo = scale(0.5, 0.5, 0.5);//沿x,y,z轴方向缩放0.5倍
            Matrix Suo1 = scale(1, 0.5, 0.5);
            Matrix RX = rotation_z(45 );

            Vec3f trp0 = VP*RX*RX*T*Suo1*RX*Suo*wp0;
			Vec3f trp1 = VP*RX*RX*T*Suo1*RX*Suo*wp1;
            line(trp0, trp1, image, red);
            
            Matrix RX1 = rotation_z(120 );
            Vec3f rp2 = VP*RX1*RX*RX*T*Suo1*RX*Suo*wp0;
			Vec3f rp3 = VP*RX1*RX*RX*T*Suo1*RX*Suo*wp1;
            line(rp2, rp3, image, green);

            Vec3f rp4 = VP*RX1*RX1*RX*RX*T*Suo1*RX*Suo*wp0;
			Vec3f rp5 = VP*RX1*RX1*RX*RX*T*Suo1*RX*Suo*wp1;
            line(rp4, rp5, image, yellow);
            
            
            
            
            
            /********** End *********/
		}		
	}

	image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
	image.write_png_file("../img_step5/test.png");
	delete model;
	return 0;
}

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