计算机图形学头歌实训平台图形几何变换答案

第1关:平移、缩放、旋转正方体

#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);
// Please add the code here
/********** Begin ********/
Tr[0][3] = v.x;
Tr[1][3] = v.y;
Tr[2][3] = v.z;
/********** End *********/
return Tr;
}
Matrix scale(float factorX, float factorY, float factorZ)
{
Matrix Z = Matrix::identity(4);
/********** Begin ********/
Z[0][0] = factorX;
Z[1][1] = factorY;
Z[2][2] = factorZ;
/********** End *********/
return Z;
}
Matrix rotation_x(float angle)
{
angle = angle * PI / 180;
float sinangle = sin(angle);
float cosangle = cos(angle);
Matrix R = Matrix::identity(4);
/********** Begin ********/
R[1][1] = R[2][2] = cosangle;
R[1][2] = -sinangle;
R[2][1] = sinangle;
/********** End *********/
return R;
}
Matrix rotation_y(float angle)
{
angle = angle * PI / 180;
float sinangle = sin(angle);
float cosangle = cos(angle);
Matrix R = Matrix::identity(4);
/********** Begin ********/
R[0][0] = R[2][2] = cosangle;
R[0][2] = sinangle;
R[2][0] = -sinangle;
/********** End *********/
return R;
}
Matrix rotation_z(float angle) {
angle = angle * PI / 180;
float sinangle = sin(angle);
float cosangle = cos(angle);
Matrix R = Matrix::identity(4);
/********** Begin ********/
R[0][0] = R[1][1] = cosangle;
R[0][1] = -sinangle;
R[1][0] = sinangle;
/********** End *********/
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 image
PNGImage image(width, height, PNGImage::RGBA); //Error when RGB because lodepng_get_raw_size_lct(w, h, colortype, bitdepth) > in.
image.init(black);
model = new Model("../step3/cube.obj");
Matrix VP = viewport(width / 4, width / 4, width / 2, height / 2, depth);
{ // draw the axes
Vec3f x(1.f, 0.f, 0.f), y(0.f, 1.f, 0.f), o(0.f, 0.f, 0.f);
o = VP*o;
x = VP*x;
y = VP*y;
line(o, x, image, red);
line(o, y, image, green);
}
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()]);
// draw the original model
Vec3f op0 = VP*wp0;
Vec3f op1 = VP*wp1;
line(op0, op1, image, white);
// draw the translated model
// Please add the code here
/********** Begin ********/
Matrix T = translation(Vec3f(0.5, 0.5, 0.5));
/********** End *********/
Vec3f tp0 = VP*T*wp0;
Vec3f tp1 = VP*T*wp1;
line(tp0, tp1, image, red);
// draw the scaled model
// Please add the code here
/********** Begin ********/
Matrix S = scale(0.5, 0.5, 0.5);
/********** End *********/
Vec3f sp0 = VP*S*wp0;
Vec3f sp1 = VP*S*wp1;
line(sp0, sp1, image, green);
// draw the rotated model
// Please add the code here
/********** Begin ********/
Matrix R = rotation_z(45);
/********** End *********/
Vec3f rp0 = VP*R*wp0;
Vec3f rp1 = VP*R*wp1;
line(rp0, rp1, image, yellow);
}
}
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;
}

第2关:图形的平移与缩放

#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;
        }
    }
}
Vec3f m2v(Matrix m) {
    return Vec3f(m[0][0] / m[3][0], m[1][0] / m[3][0], m[2][0] / m[3][0]);
}
Matrix v2m(Vec3f v) {
    Matrix m(4, 1);
    m[0][0] = v.x;
    m[1][0] = v.y;
    m[2][0] = v.z;
    m[3][0] = 1.f;
    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 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 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 S0 = scale(0.5, 0.5, 0.5);
            Vec3f swp0 = S0 * wp0;
            Vec3f swp1 = S0 * wp1;
            // draw the model after scaled
            Vec3f op0 = VP * swp0;
            Vec3f op1 = VP * swp1;
            line(op0, op1, image, white);
            Matrix T = translation(Vec3f(0.5, 0.5, 0.5));
            Matrix S = scale(0.5, 0.5, 0.5);
            // scaled then translated
            Vec3f tsp0 = VP*T*S*swp0;
            Vec3f tsp1 = VP*T*S*swp1;
            line(tsp0, tsp1, image, red);
            // translated then scaled
            Vec3f stp0 = VP*S*T*swp0;
            Vec3f stp1 = VP*S*T*swp1;
            line(stp0, stp1, image, green);
        }
    }
    image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
    image.write_png_file("../img_step2/test.png");
    delete model;
    return 0;
} 

第3关:图形的平移与旋转

第4关:图形的旋转与缩放

第5关:绘制三菱形状

第3~5关代码请查看百度网盘 请输入提取码链接

提取码8848

 

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