计算机图形学头歌实训平台实体造型答案

第1关:立方体模型构建

#include <vector>
#include <cmath>
#include <algorithm>
#include <iostream>
#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);
    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);
    float vertices[8][3] = { { 1, 1, -1 }, {-1, 1, -1}, {-1, 1, 1}, { 1, 1, 1},
    { 1, -1, 1 }, {-1, -1, 1}, {-1,-1,-1}, { 1, -1, -1} };
    int faces[6][4] = { {0,1,2,3},{4,5,6,7},{3,2,5,4},{7,6,1,0},{2,1,6,5}, {0,3,4,7} };
    float verticesTetra[5][3] = { { 0, 1,  0}, {-1, -1, 1}, { 1, -1, 1}, {    1, -1, -1},{-1, -1,-1} };
    int facesTetra[4][3] = { {0,1,2},{0,2,3},{0,3,4},{0,4,1} };
    Vec3f eye(0, 0, 4);
    Vec3f center(0, 0, 0);
    Matrix ModelView = Matrix::identity(4);
    Matrix Projection = projection(eye, center);
    Matrix ViewPort = viewport(width / 4, width / 4, width / 2, height / 2, depth);
    //显示立方体
    for (int i = 0; i < 6; i++)
    {
        for (int j = 0; j < 4; j++)
        {
            int vIdx0 = faces[i][j];
            int vIdx1 = faces[i][(j+1) % 4];
            Vec3f wp0 = Vec3f(vertices[vIdx0][0], vertices[vIdx0][1], vertices[vIdx0][2]);
            Vec3f wp1 = Vec3f(vertices[vIdx1][0], vertices[vIdx1][1], vertices[vIdx1][2]);
            Matrix S0 = scale(0.4, 0.4, 0.4);
            Vec3f swp0 = S0 * wp0;
            Vec3f swp1 = S0 * wp1;
            // 改变模型位置,产生两点透视 
            {
                ModelView = translation(Vec3f(1.0, 0, 0)) * rotation_y(15);
                Vec3f op0 = ViewPort * Projection * ModelView * swp0;
                Vec3f op1 = ViewPort * Projection * ModelView * swp1;
                line(op0, op1, image, green);
            }
        }
    }
    //显示四面体
    for (int i = 0; i < 4; i++)
    {
        for (int j = 0; j < 3; j++)
        {
            int vIdx0 = facesTetra[i][j];
            int vIdx1 = facesTetra[i][(j + 1) % 3];
            Vec3f wp0 = Vec3f(verticesTetra[vIdx0][0], verticesTetra[vIdx0][1], verticesTetra[vIdx0][2]);
            Vec3f wp1 = Vec3f(verticesTetra[vIdx1][0], verticesTetra[vIdx1][1], verticesTetra[vIdx1][2]);
            Matrix S0 = scale(0.4, 0.4, 0.4);
            Vec3f swp0 = S0 * wp0;
            Vec3f swp1 = S0 * wp1;
            {
                ModelView = translation(Vec3f(-1.0, 0, 0));
                Vec3f op0 = ViewPort * Projection * ModelView * swp0;
                Vec3f op1 = ViewPort * Projection * ModelView * swp1;
                line(op0, op1, image, yellow);
            }
        }
    }
    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");
    return 0;
}

第2关:读取obj文件显示立方体

第2关代码请查看百度网盘 请输入提取码链接

提取码1800

  • 2
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 1
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 1
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