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Published byRebecca Black Modified over 9 years ago
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3D Transformations
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Translation x’ = x + tx y’ = y + ty z’ = z + tz P = P’ = T = P’ = T. P 1 0 0 tx 0 1 0 ty 0 0 1 tz 0 0 0 1 xyz1xyz1 x’ y’ z’ 1 x y P P’ z
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Scaling S = P’ = S. P wrt a fixed point (xf, yf, zf) : T(xf, yf, zf). S(sx, sy, sz). T(-xf, -yf, -zf) sx 0 0 0 0 sy 0 0 0 0 sz 0 0 0 0 1 x y z
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Rotation z-axis rotation x’ = x.cos – y.sin y’ = x.sin y.cos z’ = z R = P’ = R. P cos -sin sin cos x y z
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Rotation x-axis rotation replace x -> y -> z -> x in z-axis rotation y’ = y.cos – z.sin z’ = y.sin z.cos x’ = x R = y-axis rotation replace x -> y -> z -> x in x-axis rotation z’ = z.cos – x.sin x’ = z.sin x.cos y’ = y R = 1 0 0 0 0 cos -sin 0 0 sin cos 0 0 0 0 1 x y z cos 0 -sin 0 0 1 0 0 sin 0 cos 0 0 0 0 1 x y z z-axis rotation x’ = x.cos – y.sin y’ = x.sin y.cos z’ = z
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Rotation Rotation about an arbitrary axis parallel to a coordinate axis P’ = T -1. Rx( ). T. P x y z
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Rotation x y z Rotation about an arbitrary axis NOT parallel to a coordinate axis
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Rotation x y z Rotation about an arbitrary axis NOT parallel to a coordinate axis 1. Translate so that rotation axis passes through the origin
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Rotation x y z Rotation about an arbitrary axis NOT parallel to a coordinate axis 1. Translate so that rotation axis passes through the origin 2. Rotate so that rotation axis coincides with a coordinate axis
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Rotation x y z Rotation about an arbitrary axis NOT parallel to a coordinate axis 1. Translate so that rotation axis passes through the origin 2. Rotate so that rotation axis coincides with a coordinate axis 3. Rotate
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Rotation x y z Rotation about an arbitrary axis NOT parallel to a coordinate axis 1. Translate so that rotation axis passes through the origin 2. Rotate so that rotation axis coincides with a coordinate axis 3. Rotate 4. Inverse rotation
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Rotation x y z Rotation about an arbitrary axis NOT parallel to a coordinate axis 1. Translate so that rotation axis passes through the origin 2. Rotate so that rotation axis coincides with a coordinate axis 3. Rotate 4. Inverse rotation 5. Inverse translation
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Reflection 180 0 rotation about x-axis a combination of translation and rotation y x z x z y
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Shear y x z y x z 1 0 shx –shx.zref 0 1 shy –shy.zref 0 0 1 0 0 0 0 1
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OpenGL glTranslate*(tx, ty, tz) f (float) d (double) glRotate* (theta, vx, vy, vz) (vx, vy, vz) vector defines the orientation of the rotation axis that passes through the coordinate origin glScale*(sx, sy, sz)
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OpenGL glMatrixMode(GL_MODELVIEW) sets up the matrix for transformations (4x4 modelview matrix) glLoadIdentity ( ) assigns identity matrix to the current matrix glLoadMatrix*(16-element array) assigns a 16-element array (in column major order) to the current matrix glMultMatrix*(16-element array) postmultiplies a 16-element array (M’) with the current matrix (M) : M <- M.M’
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OpenGL glMatrixMode(GL_MODELVIEW); glLoadIdentity ( ); glMultMatrixf(M2); glMultMatrixf(M1); /* M = M2. M1 */
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OpenGL Matrix Stack Initially stack contains identity matrix Maximum stack depth is 32 glGetIntegerv (GL_MAX_MODELVIEW_STACK_DEPTH, stacksize) returns the number of positions available in the modelview stack glGetIntegerv (GL_MODELVIEW_STACK_DEPTH, nummats) returns the number of matrices currently in the stack glPushMatrix() copies the current matrix at the top of the stack glPopMatrix() destroys the matrix at the top of the stack
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OpenGL glMatrixMode(GL_MODELVIEW); glColor3f(0.0, 0.0, 1.0); Recti(50, 100, 200, 150); glColor3f(1.0, 0.0, 0.0); glTranslatef(-200.0, -50.0, 0.0); Recti(50, 100, 200, 150); glLoadIdentity ( ); glRotatef(90.0, 0.0, 0.0, 1.0); Recti(50, 100, 200, 150); glLoadIdentity ( ); glScalef(-0.5, 1.0, 1.0); Recti(50, 100, 200, 150);
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OpenGL glMatrixMode(GL_MODELVIEW); glColor3f(0.0, 0.0, 1.0); Recti(50, 100, 200, 150); glPushMatrix(); glColor3f(1.0, 0.0, 0.0); glTranslatef(-200.0, -50.0, 0.0); Recti(50, 100, 200, 150); glPopMatrix(); glPushMatrix(); glRotatef(90.0, 0.0, 0.0, 1.0); Recti(50, 100, 200, 150); glPopMatrix(); glScalef(-0.5, 1.0, 1.0); Recti(50, 100, 200, 150);
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