Example #1
0
//sets the vtm to be the virw transfermation defined by the 2D View structure
void matrix_setView2D(Matrix *vtm, View2D *view){
	matrix_identity(vtm);
	matrix_translate2D(vtm, -view->vrp.val[0], -view->vrp.val[1]);
	matrix_rotateZ(vtm, view->x.val[0], -view->x.val[1]);
	matrix_scale2D(vtm, (view->screenx / view->dx), (-view->screenx / view->dx)); // S(C/ du, R/ dv) where dv = du*R/ C
	matrix_translate2D(vtm, (view->screenx / 2.0), (view->screeny / 2.0));
	
}
Example #2
0
void matrix_setView2D(Matrix *vtm, View2D *view){
	if(NULL != vtm && NULL != view){
		float dv = (view->dx*view->screeny)/view->screenx;
		matrix_identity(vtm);
 		matrix_print(vtm, stdout);
		matrix_translate2D(vtm, -view->vrp.val[0], -view->vrp.val[1]);
		matrix_rotateZ(vtm, view->x.val[0], -view->x.val[1]);
		matrix_scale2D(vtm, view->screenx/view->dx, -view->screeny/dv);
		matrix_translate2D(vtm, view->screenx/2, view->screeny/2);
	}
}
Example #3
0
//3D viewing pipeline. VTM is complete view matrix. none of the values of the View structure should be edited.
void matrix_setView3D(Matrix *vtm, View3D *view){
	Vector u, vup, vpn;
	double b, d;

	matrix_identity(vtm);
	matrix_translate(vtm, -view->vrp.val[0], -view->vrp.val[1], -view->vrp.val[2]);

	vpn = view->vpn;
	vector_cross(&view->vup, &vpn, &u);
	vector_cross(&vpn, &u, &vup);
	vector_normalize(&u);
	vector_normalize(&vup);
	vector_normalize(&vpn);

	matrix_rotateXYZ(vtm, &u, &vup, &vpn);
	matrix_translate(vtm, 0.0, 0.0, view->d);
	
	// in lecture notes here (6 and 7) it says to shear but as we only have d to define the COP I don't think we have to

	b = view->d + view->b;
	
	matrix_scale(vtm, ((2.0*view->d) / (b*view->du)), ((2.0*view->d) / (b*view->dv)), (1/b));
	
	d = view->d / b;
	matrix_perspective(vtm, d);
	matrix_scale2D(vtm, (-view->screenx / (2.0*d)), (-view->screeny / (2.0*d)));
	matrix_translate2D(vtm, (view->screenx / 2.0), (view->screeny / 2.0));
}
Example #4
0
void matrix_setView3D(Matrix *vtm, View3D *view){
	if(NULL != vtm && NULL != view){
		Vector u;
		Vector vup = view->vup;
		Vector vpn = view->vpn;
		Matrix project;
		double bPrime = view->d +view->b;
		double dPrime = view->d/bPrime;

		matrix_identity(vtm);
		printf("before everything:\n");
 		matrix_print(vtm, stdout);

		vector_cross(&vup,&vpn,&u);
		vector_cross(&vpn,&u,&vup);
		printf("vrp:\n");
		vector_print(&view->vrp,stdout);

		matrix_translate(vtm, -view->vrp.val[0], -view->vrp.val[1],-view->vrp.val[2]);
		printf("After VRP translation:\n");
 		matrix_print(vtm, stdout);

		vector_normalize(&u);
		vector_normalize(&vpn);
		vector_normalize(&vup);
		matrix_rotateXYZ(vtm, &u, &vup, &vpn );
		printf("After Rxyz :\n");
  		matrix_print(vtm, stdout);

		matrix_translate(vtm, 0, 0,view->d);
		printf("After translating COP to origin:\n");
  		matrix_print(vtm, stdout);
  		
		
		matrix_scale(vtm, (2*view->d)/(bPrime*view->du), (2*view->d)/(bPrime*view->dv), 1/bPrime);
		printf("After scaling to CVV:\n");
 		matrix_print(vtm, stdout);

		matrix_identity(&project);
		project.m[3][3]=0;
		project.m[3][2]=1/dPrime;
		printf("projection:\n");
		matrix_print(&project, stdout);
		matrix_multiply(&project,vtm,vtm);
		printf("After perspective:\n");
 		matrix_print(vtm, stdout);

		matrix_scale2D(vtm, -view->screenx/(2*dPrime), -view->screeny/(2*dPrime));
		printf("After scale to image coords:\n");
  		matrix_print(vtm, stdout);

		matrix_translate2D(vtm, view->screenx/2, view->screeny/2);
		printf("After final translation to image coords:\n");
  		matrix_print(vtm, stdout);
	}

}
Example #5
0
/*
 * Matrix operand to add a translation matrix to the tail of the module’s list.
 */
void module_translate2D(Module *md, double tx, double ty){
	if(!md){
		printf("Null md passed to module_translate2D\n");
		return;
	}
	Element *e;
	Matrix m;
	matrix_identity(&m);
	matrix_translate2D(&m,tx,ty);
	e = element_init(ObjMatrix, &m);
	module_insert(md, e);
}
Example #6
0
int main(int argc, char *argv[]) {
  Image *src;
  const int rows = 600;
  const int cols = 800;
  const int Resolution = 50;
	Color white;
  Color Grey;
  Color dkGrey;
  Color Red;
  Color Blue;
  Point unitCircle[Resolution];
  Point unitSquare[4];
  Point pt[Resolution];
  Point ptt[Resolution];
  int i, j, index = 0;
  Matrix VTM, GTM, LTM;
  Polygon *ship[50];
  Color shipColor[50];
  double theta = 0.0;
  double phaserAngle = 0.0;
  int firePhase = 0;

  color_set(&Grey, 180/255.0, 180/255.0, 183/255.0);
  color_set(&dkGrey, 140/255.0, 140/255.0, 143/255.0);
  color_set(&Red, 250/255.0, 40/255.0, 40/255.0);
  color_set(&Blue, 30/255.0, 20/255.0, 250/255.0);

  if(argc > 1) {
    theta = atoi(argv[1]);
  }
  printf("Drawing ship with orientation %.2f degrees\n", theta);

  if(argc > 2) {
    phaserAngle = atoi(argv[2]);
    firePhase = 1;

    printf("Drawing phaser with angle %.2f degrees\n", phaserAngle);
  }

  srand(42);

  src = image_create(rows, cols);
	color_set(&white, 1.0, 1.0, 1.0);
	for(i=0; i<rows; i++){
		for(j=0; j<cols; j++){
			if((rand()%50) == 13){
				image_setColor(src, i, j, white);
			}
		}
	}

  // initialize the three matrices
  matrix_identity(&VTM);
  matrix_identity(&GTM);
  matrix_identity(&LTM);

  // Fix world coordinates as normal (x, y) 

  // give the view window an origin at -180m, -150m
  // size is a 4x3 ratio
  // VTM = T(0, rows-1)S(cols/vx, rows/vy)T(180, 150)
  matrix_translate2D(&VTM, 120, 100);
  matrix_scale2D(&VTM, cols/(4*60), -rows/(3*60));
  matrix_translate2D(&VTM, 0, rows-1);
  printf("VTM\n");
  matrix_print(&VTM, stdout);

  // make a space ship oriented along the positive X axis
  // use the LTM to move simple primitives into place
  // use the GTM to rotate the ship
  // use the VTM to change the view

  // make a list of points that form the unit circle
  for(i=0;i<Resolution;i++) {
    point_set2D(&(unitCircle[i]), 
    cos( i * 2.0 * M_PI / (float)Resolution), 
    sin( i * 2.0 * M_PI / (float)Resolution));
  }
  // set up the unit square
  point_set2D(&(unitSquare[0]), 0, 0);
  point_set2D(&(unitSquare[1]), 1, 0);
  point_set2D(&(unitSquare[2]), 1, 1);
  point_set2D(&(unitSquare[3]), 0, 1);

  // build a set of polygons that form the ship in model space
  // put the origin of the model between the engines

  // outline for the main disk
  matrix_identity(&LTM);
  matrix_scale2D(&LTM, 31, 31);
  // move it 20m along the X-axis
  matrix_translate2D(&LTM, 60, 0);
  // transform the circle points using LTM
  for(i=0;i<Resolution;i++) {
    matrix_xformPoint(&LTM, &(unitCircle[i]), &(pt[i]));
  }

  // add the polygon
  matrix_print(&LTM, stdout);
  ship[index] = polygon_createp(Resolution, pt);
  shipColor[index++] = Red;

  printf("Post-LTM\n");
  polygon_print(ship[0], stdout);

  // main disk
  matrix_identity(&LTM);
  matrix_scale2D(&LTM, 30, 30);
  // move it 20m along the X-axis
  matrix_translate2D(&LTM, 60, 0);
  // transform the circle points using LTM
  for(i=0;i<Resolution;i++) {
    matrix_xformPoint(&LTM, &(unitCircle[i]), &(pt[i]));
  }

  // add the polygon
  matrix_print(&LTM, stdout);
  ship[index] = polygon_createp(Resolution, pt);
  shipColor[index++] = Grey;

  // central bridge disk
  matrix_identity(&LTM);
  matrix_scale2D(&LTM, 10, 10);
  // move it 20m along the X-axis
  matrix_translate2D(&LTM, 60, 0);
  // transform the circle points using LTM
  for(i=0;i<Resolution;i++) {
    matrix_xformPoint(&LTM, &(unitCircle[i]), &(pt[i]));
  }

  // add the polygon
  matrix_print(&LTM, stdout);
  ship[index] = polygon_createp(Resolution, pt);
  shipColor[index++] = dkGrey;

  // make the body disk elongated along the X axis
  matrix_identity(&LTM);
  matrix_scale2D(&LTM, 30, 12);
  matrix_translate2D(&LTM, 2.5, 0);

  // transform the circle points using LTM
  for(i=0;i<Resolution;i++) {
    matrix_xformPoint(&LTM, &(unitCircle[i]), &(pt[i]));
  }

  // add the polygon
  matrix_print(&LTM, stdout);
  ship[index] = polygon_createp(Resolution, pt);
  shipColor[index++] = Grey;
  
  // make a trapezoidal strut out of the unit square
  matrix_identity(&LTM);
  matrix_translate2D(&LTM, -0.5, 0.0);
  matrix_scale2D(&LTM, 10, 10);
  matrix_shear2D(&LTM, .2, 0.0);

  for(i=0;i<4;i++) {
    matrix_xformPoint(&LTM, &(unitSquare[i]), &(pt[i]));
  }

  // move the strut out from the origin along the Y axis
  matrix_identity(&LTM);
  matrix_translate2D(&LTM, 0, 12);

  for(i=0;i<4;i++) {
    matrix_xformPoint(&LTM, &(pt[i]), &(ptt[i]));
  }

  // add the polygon
  matrix_print(&LTM, stdout);
  ship[index] = polygon_createp(4, ptt);
  shipColor[index++] = Grey;

  // place the second strut
  matrix_identity(&LTM);
  matrix_scale2D(&LTM, 1, -1);
  matrix_translate2D(&LTM, 0, -12);

  for(i=0;i<4;i++) {
    matrix_xformPoint(&LTM, &(pt[i]), &(ptt[i]));
  }

  // add the polygon
  ship[index] = polygon_createp(4, ptt);
  shipColor[index++] = Grey;

  // create an engine outline from the unit circle
  matrix_identity(&LTM);
  matrix_scale2D(&LTM, 31, 6);

  // make the engine
  for(i=0;i<Resolution;i++) {
    matrix_xformPoint(&LTM, &(unitCircle[i]), &(pt[i]));
  }

  // send one engine to the right location
  matrix_identity(&LTM);
  matrix_translate2D(&LTM, -5, 27);

  // move the engine
  for(i=0;i<Resolution;i++) {
    matrix_xformPoint(&LTM, &(pt[i]), &(ptt[i]));
  }

  // add the polygon
  ship[index] = polygon_createp(Resolution, ptt);
  shipColor[index++] = Blue;

  // send the other engine to the right location
  matrix_identity(&LTM);
  matrix_translate2D(&LTM, -5, -27);

  // move the engine
  for(i=0;i<Resolution;i++) {
    matrix_xformPoint(&LTM, &(pt[i]), &(ptt[i]));
  }

  // add the polygon
  ship[index] = polygon_createp(Resolution, ptt);
  shipColor[index++] = Blue;

  // create an engine
  matrix_identity(&LTM);
  matrix_scale2D(&LTM, 30, 5);

  // make the engine
  for(i=0;i<Resolution;i++) {
    matrix_xformPoint(&LTM, &(unitCircle[i]), &(pt[i]));
  }

  // send one engine to the right location
  matrix_identity(&LTM);
  matrix_translate2D(&LTM, -5, 27);

  // move the engine
  for(i=0;i<Resolution;i++) {
    matrix_xformPoint(&LTM, &(pt[i]), &(ptt[i]));
  }

  // add the polygon
  ship[index] = polygon_createp(Resolution, ptt);
  shipColor[index++] = Grey;

  // send the other engine to the right location
  matrix_identity(&LTM);
  matrix_translate2D(&LTM, -5, -27);

  // move the engine
  for(i=0;i<Resolution;i++) {
    matrix_xformPoint(&LTM, &(pt[i]), &(ptt[i]));
  }

  // add the polygon
  ship[index] = polygon_createp(Resolution, ptt);
  shipColor[index++] = Grey;

  // set up the phaser
  if(firePhase) {
    matrix_identity(&LTM);

    matrix_scale2D(&LTM, 100, 2);

    // orient the phaser
    matrix_rotateZ(&LTM, cos(phaserAngle*M_PI/180.0), sin(phaserAngle*M_PI/180.0));
    
    // translate it to the center of the disk and out
    matrix_translate2D(&LTM, 
           60 + 30 * cos(phaserAngle*M_PI/180.0), 
           30 * sin(phaserAngle*M_PI/180.0) );

    // use the unit square
    for(i=0;i<4;i++) {
      matrix_xformPoint(&LTM, &(unitSquare[i]), &(pt[i]));
    }
    
    // add the polygon
    ship[index] = polygon_createp(4, pt);
    shipColor[index++] = Red;
  }

  matrix_rotateZ(&GTM, cos(theta*M_PI/180.0), sin(theta*M_PI/180.0));

  printf("GTM:\n");
  matrix_print(&GTM, stdout);

  printf("Pre-GTM/VTM\n");
  polygon_print(ship[0], stdout);

  for(i=0;i<index;i++) {

    // multiply the polygon by the global transform matrix
    matrix_xformPolygon(&GTM, ship[i]);
    if(i==0) {
      printf("Pre-VTM\n");
      polygon_print(ship[i], stdout);
    }

    // multiply the polygon by the view transformation matrix
    matrix_xformPolygon(&VTM, ship[i]);

    if(i==0) {
      printf("Pre-draw\n");
      polygon_print(ship[i], stdout);
    }

    // draw the polygon
    polygon_drawFill(ship[i], src, shipColor[i]);
  }

  image_write(src, "space.ppm");


  image_free(src);

  return(0);
}
Example #7
0
int main(int argc, char *argv[]) {
  const int rows = 100;
  const int cols = 100;
  const int nFrames = 16;
  // View3D view3D;
  View2D view;
  //Matrix vtm;
  Matrix vtm, gtm, ltm;
  Polygon poly[16];
  Point vp[4];
  FILE *fp;

  fp = fopen("matrix_info.txt","w");

  Image *src;
  int i, j, t;
  char filename[256];

  Color color[6];
  
  // set some colors
  color_set( &color[0], 0, 0, 1 ); // blue
  color_set( &color[1], 0, 1, 0 ); // green
  color_set( &color[2], 1, 0, 0 ); // red
  color_set( &color[3], 1, 0, 1 ); // magenta
  color_set( &color[4], 0, 1, 1 ); // cyan
  color_set( &color[5], 1, 1, 0 ); // yellow

  // optional theta value
  // if(argc > 1) {
  //   theta = atoi(argv[1]);
  // }

  // initialize the three matrices
  matrix_identity(&vtm);
  matrix_identity(&gtm);
  matrix_identity(&ltm);
  // create image
  src = image_create( rows, cols );

  srand ( time(NULL) );

  for (i=0; i<16; i++){
    for (j=0; j<4; j++){
      point_set2D(&(vp[j]), rand()%cols, rand()%rows);
    }
    poly[i] = *(polygon_createp(4, vp));
  }

  // grab command line argument to determine viewpoint
  // and set up the view structure
  if( argc > 1 ) {
    float alpha = atof( argv[1] );
    if( alpha < 0.0 || alpha > 1.0 ){
      alpha = 0.0;
    }
    point_set1( &(view.vrp), 3*alpha, 2*alpha, -2*alpha - (1.0-alpha)*3 );
  }
  else {
    point_set1( &(view.vrp), 3, 2, -2 );
  }

  vector_set( &(view.x), -view.vrp.val[0], -view.vrp.val[1], -view.vrp.val[2] );
  view.dx = 1;  // focal length
  view.screenx = cols;
  view.screeny = rows;

  matrix_setView2D( &vtm, &view );
  matrix_print(&vtm, fp);
  // create image in arbitrary world coordinates
   
  for(t=0;t<nFrames;t++) {
    
    setWhite( src );

    for (i=0; i<16; i++){
      // need to add print statements to follow the ltm and polygons
      // Polygons not drawing
      matrix_identity(&ltm);
      matrix_translate2D(&ltm, -vp[0].val[0], -vp[0].val[1]);
      matrix_shear2D(&ltm, t, 0);
      matrix_translate2D(&ltm, vp[0].val[0], vp[0].val[1]);
      matrix_xformPolygon(&ltm, &poly[i]);
      matrix_xformPolygon(&vtm, &poly[i]);
      printf("begin scanline fill...\n");
      polygon_drawFill(&poly[i], src, color[i%5]);
      printf("...end scanline fill\n");
    }
    printf("hello: %d\n", t);
    sprintf(filename, "test5vt-%04d.ppm", t );
    image_write( src, filename );

    // translate the view across the scene
    point_set2D( &(view.vrp), 1.8 - 2.4*(t+1)/nFrames, 1.8 - 2.4*(t+1)/nFrames );
    matrix_setView2D( &vtm, &view );
  }
  fclose(fp);
  system("convert test5vt-*.ppm test5vt.gif");
  //system("rm test5vt-*.ppm");
}