Computation as an Expressive Medium Lab 2: Polygons, Transformations, and Arrays (Oh My) Micah.

Slides:



Advertisements
Similar presentations
Objects. 2 Object Oriented Programming (OOP) OOP is a different way to view programming Models the real world A different view than Structured programming.
Advertisements

18/2/00SEM107 - © Kamin & Reddy Class 7 - LineList - 1 Class 7 - Line Drawings  The LineList data type r Recursive methods to construct line drawings.
This terms course Last term we both worked on learning 2 things –Processing –The concepts of graphics etc. This term will focus more on the basic concepts.
Programming in Processing Taught by Ms. Madsen Assistants: Ms. Fischer and Ms. Yen Winsor School, 2/13/08.
A Quick Introduction to Processing
Recursion CS 367 – Introduction to Data Structures.
Mission Technology Introduction to Scratch! June 2007.
CS 206 Introduction to Computer Science II 03 / 04 / 2009 Instructor: Michael Eckmann.
IAT 334 Lab 2 Computer Graphics: Rocket, PImage. June 4, 2010IAT 3342 Outline  Programming concepts –Programming Computer Graphics –Transformations –Methods.
Translate, Rotate, Matrix Pages Function Function Definition Calling a function Parameters Return type and return statement.
Translation and Rotation in 2D and 3D David Meredith Aalborg University.
Ms. Frizzles Geometry Field Trip! Today class, we are going to be going on a math geometry field trip around town. During our field trip if you see any.
You will need your think book.. Review… An angle is … Draw an angle with points A, B, C Label the angle ABC or CBA Point to the vertex of the angle. A.
FUNDAMENTALS OF PROGRAMMING SM1204 Semester A 2011.
, Fall 2006IAT 800 Lab 2: Polygons, Transformations, and Arrays.
IAT 800 Lecture 4. Sept 18, Fall 2006IAT 8002 Outline  Programming concepts –Methods –Classes  Talk about project 1  Reading: Read Chapters 1-4 of.
Brought to you by powerpointpros.com…. MENU Please select a particular lesson to learn. If no lesson is selected, the default mode is “Play All.” 1. What.
Module 6 Lesson 16.
IAT 355 Lecture 4 Computer Graphics: Rocket. May 9, 2014IAT 3552 Outline  Programming concepts –Programming Computer Graphics –Transformations –Methods.
Week 4-5 Java Programming. Loops What is a loop? Loop is code that repeats itself a certain number of times There are two types of loops: For loop Used.
Classes / Objects An introduction to object-oriented programming.
Module 8 Lesson 7 & 8.
+ Module 7 Lesson 5 Compare and classify quadrilaterals.
Introduction to Scratch!
Image Synthesis Rabie A. Ramadan, PhD 2. 2 Java OpenGL Using JOGL: Using JOGL: Wiki: You can download JOGL from.
Week 5 - Monday.  What did we talk about last time?  Linked list implementations  Stacks  Queues.
Fall Week 3 CSCI-141 Scott C. Johnson.  Say we want to draw the following figure ◦ How would we go about doing this?
Trigonometric Equations M 140 Precalculus V. J. Motto.
Module 8 Lesson 6. Objective Combine shapes to create a composite shape; create a new shape from composite shapes.
Element. The element Used to dynamically draw graphics using javascript. Capable of drawing paths, circles, rectangles, text, and images.
Transforming Geometry Groundhog Day. Drawing Quads In a 300 by 200 window, draw two quads of different colors. Don’t show the grey grid.
Lecture 6: 3D graphics Concepts 1  Principles of Interactive Graphics  CMSCD2012  Dr David England, Room 718,  ex 2271 
Introduction to Using the Notebook 10 Software for SMART Board Day 2 LIVINGSTON PARISH PUBLIC SCHOOLS Facilitated by S. Waltman.
MODULE 1 LESSON 2 Relate multiplication to the array model.
CAP4730: Computational Structures in Computer Graphics
Making Python Pretty!. How to Use This Presentation… Download a copy of this presentation to your ‘Computing’ folder. Follow the code examples, and put.
Geometric transformations!
Computer Graphics Rendering 2D Geometry CO2409 Computer Graphics Week 2.
E9 Students are expected to make generalizations about the properties of translations and reflections and apply these properties. E10 Students are expected.
Computation as an Expressive Medium Lab 2: Polygons, Transformations, and Arrays Evan.
CRE Programming Club - Class 2 Robert Eckstein and Robert Heard.
Step One Draw a square on your paper. Step Two Beginning in the top left corner of the square, measure to the right about a half inch and place a dot.
______________________________________________________________________________________ SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] |
FUNDAMENTALS OF PROGRAMMING SM1204 SEMESTER A 2012.
Chapter 4-1: Measures of Angles as Rotations. Review… Angle: The union of two rays which are its sides with the same vertex or endpoint. Angle: The rotation.
Vertices, Curves, Color, Images mostly without details 02/16/2010.
Honors Geometry.  We learned how to set up a polygon / vertex matrix  We learned how to add matrices  We learned how to multiply matrices.
Adventures in Animation Introduction to Scratch! Michelle Venable-Foster Barb Ericson Dec 2007.
Transformations for GCSE Maths Enlargement Translation Reflection Rotation.
Algebra Tiles How to sort, making the equation smaller and easier: 2x+1x+3 to 3x+3 How to make zero pairs, 1x+-1x=0, then take them away from the equation.
In the last several lessons, you have described translations using coordinates. You have also developed strategies for determining where an object started.
Functions. functions: a collection of lines of code with a name that one can call. Functions can have inputs and outputs.
Instructor: Chris Trenkov Hands-on Course Python for Absolute Beginners (Spring 2015) Class #003 (February 14, 2015)
Division Brought to you by powerpointpros.com. Lesson Menu Click on the links below to start with a specific topic. What is Division? Using Division Practice.
Programming in Processing Taught by Ms. Madsen Assistants: Ms. Fischer and Ms. Yen Winsor School, 2/20/08.
Pixels, Colors and Shapes
Computer Graphics: Rocket, Java: Class
Chapter 14, Translate & Rotate
Polygons, Transformations, and Arrays
CS/COE 0447 (term 2181) Jarrett Billingsley
LCC 6310 Computation as an Expressive Medium
Computation as an Expressive Medium
File Handling Programming Guides.
Transformations for GCSE Maths
Transformations for GCSE Maths
IAT 265 Lecture 2: Java Loops, Arrays Processing setup, draw, mouse Shapes Transformations, Push/Pop.
Translate, Rotate, Matrix
Transformations for GCSE Maths
Computation as an Expressive Medium
Presentation transcript:

Computation as an Expressive Medium Lab 2: Polygons, Transformations, and Arrays (Oh My) Micah

This Week’s EXCITING lesson… Arrays, or Whoa, I’m Still Confused(?) Arrays, or Whoa, I’m Still Confused(?) Building Complex Shapes Building Complex Shapes Translation and Rotation Translation and Rotation Pushing and Popping Pushing and Popping

Arrays Rock! Arrays store lists of variables that you can access in order later. Arrays store lists of variables that you can access in order later.

Building Special Shapes The beginShape() and endShape() functions allow us to draw irregular shapes from any number of points we define. The beginShape() and endShape() functions allow us to draw irregular shapes from any number of points we define. Many types of Shape: Many types of Shape: POINTS, LINES, LINE_STRIP, LINE_LOOP, TRIANGLES, TRIANGLE_STRIP, TRIANGLE_FAN, QUADS, QUAD_STRIP, POLYGON POINTS, LINES, LINE_STRIP, LINE_LOOP, TRIANGLES, TRIANGLE_STRIP, TRIANGLE_FAN, QUADS, QUAD_STRIP, POLYGON POLYGON will be the most useful. POLYGON will be the most useful. …

Building Polygons beginShape(POLYGON); beginShape(POLYGON); Tells the program to start the polygon. Tells the program to start the polygon. vertex(x, y); vertex(x, y); Make as many calls to this as you have vertices in your polygon. Make as many calls to this as you have vertices in your polygon. endShape(); endShape(); Finishes the shape, connecting the last vertex to the first vertex to close the polygon, then colors it with the current fill() color. Finishes the shape, connecting the last vertex to the first vertex to close the polygon, then colors it with the current fill() color.

Building Polygons beginShape(POLYGON); beginShape(POLYGON); vertex(10, 50); vertex(10, 50); (starts a new polygon, and begins at point (10, 50).)

Building Polygons vertex(20, 10); vertex(20, 10); vertex(30, 40); vertex(30, 40); vertex(80, 60); vertex(80, 60); vertex(40, 80); vertex(40, 80); (adds 4 more points to the polygon, and connects them in the order they are called.)

Building Polygons endShape(); endShape(); (connects the last point to the first point, and fills the polygon.)

Let’s Use Arrays How can we apply arrays to this? Let’s store the points that we’re drawing. How can we apply arrays to this? Let’s store the points that we’re drawing. int[] xvals = {10, 20, 30, 80, 40}; int[] yvals = {50, 10, 40, 60, 80}; beginShape(POLYGON); for(int i = 0; i < xvals.length; i++) { vertex(xvals[i], yvals[i]); } endShape();

Let’s Use Arrays Great! Now we know a somewhat shorter way of doing the same thing. Great! Now we know a somewhat shorter way of doing the same thing. Well, we can also use those arrays to draw the same shape somewhere else. Well, we can also use those arrays to draw the same shape somewhere else. beginShape(POLYGON); for(int i = 0; i < xvals.length; i++) { vertex(xvals[i] + 10, yvals[i] + 10); } endShape();

Now it’s time to break your brain. What if there were an easier way than adding to these values each time? What if there were an easier way than adding to these values each time?

Translation Translation gives us another way of drawing in a new location. It in essence, moves the point (0, 0) in our window. Translation gives us another way of drawing in a new location. It in essence, moves the point (0, 0) in our window. (0, 0) beginShape(POLYGON); for(int i = 0; i < xvals.length; i++) { vertex(xvals[i], yvals[i]); } endShape();

Translation After the call to translate(), any drawing functions called will treat our new orange point as if it were (0, 0). After the call to translate(), any drawing functions called will treat our new orange point as if it were (0, 0). (10, 10) translate(10, 10); (0, 0)

Translation So now, if we write the exact same polygon code as above, the new polygon will be 10 pixels down and 10 pixels to the right. So now, if we write the exact same polygon code as above, the new polygon will be 10 pixels down and 10 pixels to the right. (10, 10) beginShape(POLYGON); for(int i = 0; i < xvals.length; i++) { vertex(xvals[i], yvals[i]); } endShape(); (0, 0)

Rotation Much like Translation, Rotation moves our drawing space, so that we can draw at different angles. Much like Translation, Rotation moves our drawing space, so that we can draw at different angles. Most of the time, you’ll want to use Rotation in conjunction with Translation, because rotate() rotates the drawing window around the point (0, 0). Most of the time, you’ll want to use Rotation in conjunction with Translation, because rotate() rotates the drawing window around the point (0, 0).

Rotation Let’s look at an example without translation: Let’s look at an example without translation: rect(10, 10, 50, 50); (0, 0)

Rotation Make a variable with the value for 45 degrees in Radians. Make a variable with the value for 45 degrees in Radians. float angle = radians(45); (0, 0) ( radians() takes an int or float degree value and returns a float radian value. If you’re confused about the concept of radians, ask me afterward.)

Rotation Rotate our drawing canvas 45 degrees around the origin. Rotate our drawing canvas 45 degrees around the origin. rotate(angle); (0, 0) (You can see that one problem now is that much of our drawing canvas is now outside of the window.)

Rotation Draw the same square, now relative to our rotated canvas. Draw the same square, now relative to our rotated canvas. rect(10, 10, 50, 50); (0, 0) (We only get to see about half of our square, and it isn’t really rotated in any satisfactory way.)

Rotation Let’s try this from the start, using translation. Let’s try this from the start, using translation. Where should we translate to? Where should we translate to? The point around which we want to rotate. So let’s try and rotate around the center of the square. The point around which we want to rotate. So let’s try and rotate around the center of the square. This means moving the origin, and drawing the square around it. This means moving the origin, and drawing the square around it.

Rotation Let’s start with setting our rotation point: Let’s start with setting our rotation point: translate(35, 35); (0, 0) (35, 35)

Rotation Now let’s draw a square with this point at its center. Now let’s draw a square with this point at its center. rect(-25, -25, 50, 50); (0, 0) (35, 35)

Rotation Then let’s do the same rotate we did last time. Then let’s do the same rotate we did last time. float angle = radians(45); rotate(angle); (0, 0) (35, 35)

Rotation Now when we draw the same square as before, it will have the same center point. Now when we draw the same square as before, it will have the same center point. float angle = radians(45); rotate(angle); (0, 0) (35, 35)

Rotation Try applying rotation to your animations using draw(). What variable will you want to iterate to make a shape rotate over time? Try applying rotation to your animations using draw(). What variable will you want to iterate to make a shape rotate over time? Try making a custom polygon rotate instead of a square. Try making a custom polygon rotate instead of a square.

Wait! How do I get back to normal?! If you plan to do a lot of translations and rotations, it helps to know about the concepts of push and pop… If you plan to do a lot of translations and rotations, it helps to know about the concepts of push and pop… (0, 0) (35, 35) (60, 15) I just want to go back to Kansas! I just want to go back to where I started before this whole crazy mess!

Pushing and Popping Pushing is a way to say: “Hey, computer! Remember this orientation!” Pushing is a way to say: “Hey, computer! Remember this orientation!” PushMatrix(); PushMatrix(); Popping is a way to say: “AAAAAAAAAA! Computer, take me back to the way things once were!” Popping is a way to say: “AAAAAAAAAA! Computer, take me back to the way things once were!” PopMatrix(); PopMatrix();

Push & Pop …IN ACTION! If we want to remember the original orientation… If we want to remember the original orientation… pushMatrix(); translate(35,35); rotate( radians(45) ); rect(-25,-25,50,50); popMatrix(); rect(-25,-25,50,50); (0, 0) You can push and pop as many times as you want. It’s like you’re writing an address for the way things were on a card, and putting it on a stack each time you push… and pop just takes the first card off the top of the stack. (35, 35)

How is this useful? You don’t have to remember the math to reverse all the translations and rotations you’ve done! You don’t have to remember the math to reverse all the translations and rotations you’ve done! You can make spiral-y shapes, then go back to normal! You can make spiral-y shapes, then go back to normal! You can make drawings with limbs! You can make drawings with limbs! (You don’t want to have to calculate the angles of every finger, do you?)

Confused yet? We went over: We went over: Arrays Arrays Drawing Polygons Drawing Polygons Translation and Rotation Translation and Rotation PushMatrix and PopMatrix PushMatrix and PopMatrix Fig. 2: Cranial leakage. ow.