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Computer Graphics-Lab Assignment 4 Solved

Write down a Python program to draw a transformed triangle in a 2D space.

A.     Set the window title to your student ID and the window size to (480,480).

B.     Complete the render() function below to draw a triangle in the manner described in C.

i. You have to use OpenGL transformation functions. Do not use numpy matrix multiplication for composing transformations. 

def render():
 
    glClear(GL_COLOR_BUFFER_BIT)
    glLoadIdentity()
 
 
 
 
 

     # draw cooridnates     glBegin(GL_LINES)     glColor3ub(255, 0, 0)     glVertex2fv(np.array([0.,0.]))     glVertex2fv(np.array([1.,0.]))     glColor3ub(0, 255, 0)     glVertex2fv(np.array([0.,0.]))     glVertex2fv(np.array([0.,1.]))     glEnd() 

 

    glColor3ub(255, 255, 255) 

 

    ###########################
    # implement here
 
    ###########################
 

    drawTriangle() 

 

def drawTriangle():
 
    glBegin(GL_TRIANGLES)
 
    glVertex2fv(np.array([0.,.5]))     glVertex2fv(np.array([0.,0.]))     glVertex2fv(np.array([.5,0.]))
    glEnd()
 
 
 
 
 
 
C.     If you press or repeat a key, the triangle should be transformed as shown in the Table:

Key 
Transformation 
Q
Translate by -0.1 in  x direction
E
Translate by 0.1 in x direction
A
Rotate by 10 degrees counterclockwise
D
Rotate by 10 degrees clockwise
1
Reset the triangle with identity matrix
D.     Transformations should be accumulated (composed with previous one) unless you press ‘1’.

               i.      You may need a global variable (like a python list object) to store key inputs.  

E.      Files to submit: A Python source file (Name the file whatever you want (in English). Extension should be .py) F. Expected result:  

 

 

2. Write down a Python program to draw rotating point p=(0.5, 0) and vector v=(0.5, 0) in a 2D space.

A.     Set the window title to your student ID and the window size to (480,480).

B.     Use the following render() and fill "# your implementation" parts to render p and v.

               i.       Hint: Render the vector v as a line segment starting from the origin (0,0).

def render(M):
 
    glClear(GL_COLOR_BUFFER_BIT)
    glLoadIdentity()
 
 
 
 
 

    # draw cooridnate     glBegin(GL_LINES)
 

 
    glColor3ub(255, 0, 0)
 
    glVertex2fv(np.array([0.,0.]))     glVertex2fv(np.array([1.,0.]))
    glColor3ub(0, 255, 0)
 
    glVertex2fv(np.array([0.,0.]))     glVertex2fv(np.array([0.,1.]))
    glEnd()
 
 
 
 
 
 

    glColor3ub(255, 255, 255) 

 

    # draw point p
 
    glBegin(GL_POINTS)
 
    # your implementation
    glEnd()
 
 
 
 
 
 

    # draw vector v
 
    glBegin(GL_LINES)
 
 
# your implementation
    glEnd()
 
 
 
 
 
 
 
C.     Expected result: Uploaded LabAssignment5-1.mp4

               i.       Do not mind the initial angle.

D.     p and v should be t rad rotated when t seconds have elapsed since the program was executed.

E.      You need to somehow combine a rotation matrix and a translation matrix to produce the expected result.

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