[SOLVED] Computer Graphics-Lab Assignment 4 

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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 p1=(0.5, 0), p2=(0, 0.5) and vector v1=(0.5, 0), v2=(0, 0.5) 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 p1,p2 and v1,v2.

i.          Hint: Render the vector v1, v2 as a line segment starting from the origin (0,0).

ii.         Hint2: You need different translation matrix for p1 and p2 to render them correctly.

def render(th):

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)

# calculate matrix M1, M2 using th

# your implementation

# draw point p

glBegin(GL_POINTS)

# your implementation
glEnd()

# draw vector v

glBegin(GL_LINES)

# your implementation
glEnd()

C.     Expected result: Uploaded LabAssignment4-2.mp4

i.       Do not mind the initial angle.

D.     p1,p2 and v1,v2 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.

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