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Triangle rotation in computer graphics
Triangle rotation in computer graphics




This graphics package is based on the OpenGL library functions. The main idea behind this project is to display a rotating circle with computer graphics. Project Description of Rotating Circle CGV Project The applications of computer graphics may be divided into four major areas.Ĥ. Because of the close relationship between the input devices and the display, the handling of such devices is included in the study of computer graphics.

triangle rotation in computer graphics

Multiply your positions v, v2 and v3 by the translation matrix.See also Running Trains Computer Graphics Project in OpenGL Source Code – 18CSL67Ĭomputer graphics today is largely interactive: The user controls the contents, structure, and appearance of the objects and of their displayed images by using input devices, such as a keyboard, mouse, or touch-sensitive panel on the screen. Above dx, dy and dz are the translations in x,y and z. I'm not sure what language/library you are using, but create a translation matrix by yourself or using a built in fuction. If you want your triangle at the top of you screen, use a translation matrix: Rotate the vertices with your rotation matrix (Like you did): In your case, that is the center of the screen. Multiplying a rotation matrix by a vertex position will rotate around the point (0,0,0). I checked my matrices and matrix multiplication is correct.Īre defined with the origin at the center of the screen. New Triangle(z2.Transform(), z.Transform(), z3.Transform(),this).DrawTriangle() Point z3 = new Point(v3, this, p.getColour())

triangle rotation in computer graphics

Point z2 = new Point(v2, this, p.getColour()) Point z = new Point(v, this, p.getColour()) Vector2D v3 = Matrix2D.MatrixTimesVector2D(m, p3.getPosition()) Vector2D v2 = Matrix2D.MatrixTimesVector2D(m, p2.getPosition()) Vector2D v = Matrix2D.MatrixTimesVector2D(m, p.getPosition())

triangle rotation in computer graphics

This is the code: Matrix2D m = Matrix2D.Rotate((float) (Math.PI)) I am implementing simple rotation but the object is not rotating around the local center instead it is rotating around world origin.






Triangle rotation in computer graphics