程序代写代做代考 junit Java arm COMP3421

COMP3421

COMP3421
Week 2 – Transformations in 2D and Vector

Geometry Revision

Revision Exercise
1. Write code to make the world window go

from -2,-2 in the bottom left corner and

2,2 in the top right.

2. Then write code to

draw a house that

looks something

like:

Exercise
1. Write code to draw (an approximation)

of the surface of a circle at centre 0,0

with radius 1 using triangle fans.

2. At home, modify the code to draw (an

approximation) of the outline of a circle

at centre (1,2) with radius 3 using a line

strip. You may want to make the world

window bigger to see it all!

Solution

12 Triangles 32 Triangles

Solution
We can generate points for increasing theta

values using

x = centreX + radius * cos(theta)

y = centreY + radius * sin(theta)

Smaller increments give us more

points/triangles and a more realistic, smoother

‘circle’.

Note: Java math library uses radians, Jogl

libraries tend to use degrees

See code for more details

Transformation Matrices
GL defines a number of different matrices

for transformations.

The two we will encounter are the

projection matrix and the model-view

matrix.

We have already seen the projection

matrix. It tells GL what kind of camera we

are using. We have used an orthographic

camera (more on this later).

Model-view

transformation
The model-view transformation describes how

the current local coordinate system maps to

the view coordinate system.

It is useful to think of it as two transformations

combined:

model transformation – local to world/global

view transformation – world to view/camera/eye

We will look at them separately.

glMatrixMode
You need to tell GL which matrix you are

currently modifying:

// select projection matrix

gl.glMatrixMode(GL2.GL_PROJECTION);

// perform operations …

// select model-view matrix

gl.glMatrixMode(GL2.GL_MODELVIEW);

// perform operations …

Always make sure you have the correct

matrix.

Initialising Matrices
Always make sure you initialise your matrix when

you use it for the first time.

We do this by setting it to the identity matrix (This is

like setting a variable you are going to use for

multiplication to 1)

//Specify which matrix you are using

gl.glMatrixMode(…);

//set it to the identity matrix

gl.glLoadIdentity();

Example

Drawing a house:

gl.glMatrixMode(GL2.GL_MODELVIEW);

gl.glLoadIdentity();

drawHouse();

Transformations

We can then apply different transformations

to the coordinate system:

gl.glTranslated(dx, dy, dz);

gl.glRotated(angle, x, y, z);

gl.glScaled(sx, sy, sz);

Subsequent drawing commands will be in

the transformed coordinate system.

glTranslated

Translate the coordinate space by the

specified amount along each axis.

gl.glMatrixMode(GL2.GL_MODELVIEW);

gl.glLoadIdentity();

gl.glTranslated(1, -1, 0);

drawHouse();

In this case the origin of the

co-ordinate frame moves.

glRotated

Rotate the coordinate space by the

specified angle and axis.

gl.glMatrixMode(GL2.GL_MODELVIEW);

gl.glLoadIdentity();

// rotate 45°

// about the z-axis

gl.glRotated(45, 0, 0, 1);

drawHouse();

Notice, the origin of the co-ordinate frame

doesn’t move

glRotated

Angles are in degrees.

Positive rotations are rotating x towards y.

Negative rotations are rotating y towards x.

gl.glMatrixMode(

GL2.GL_MODELVIEW);

gl.glLoadIdentity();

// rotate -45°

// about the z-axis

gl.glRotated(-45, 0, 0, 1);

drawHouse();

glScaled

Scale the coordinate space by the specified
amounts in the x, y and z (in 3d) directions.

gl.glMatrixMode(GL2.GL_MODELVIEW);

gl.glLoadIdentity();

gl.glScaled(2, 0.5, 1);

drawHouse();

Notice again, the origin of the co-ordinate

doesn’t move.

glScaled

Negative scales create reflections.

gl.glMatrixMode(GL2.GL_MODELVIEW);

gl.glLoadIdentity();

// flip horizontally

gl.glScaled(-1, 1, 1);

drawHouse();

glScaled

Negative scales create reflections.

gl.glMatrixMode(GL2.GL_MODELVIEW);

gl.glLoadIdentity();

// flip vertically

gl.glScaled(1, -1, 1);

drawHouse();

Exercise

What transformation/s would give us this

result?

gl.glMatrixMode(GL2.GL_MODELVIEW);

gl.glLoadIdentity();

// ????

drawHouse();

Solution

gl.glScale(-1,-1,1);

OR

gl.glRotated(180,0,0,1);

OR

gl.glRotated(-180,0,0,1);

glRotated
If the object is not located at the origin, it

might not do what you expect when its co-

ordinate frame is rotated.

The origin of the co-ordinate frame is the

pivot point.

glScaled
If the object is not located at the origin, the

object will move further from the origin if its

co-ordinated frame is scaled

Only points at the origin remain unchanged.

Successive

Transformations
We can think of transformations in two

ways

1. Extrinsic: An object being transformed or

altered within a fixed co-ordinate

system.

2. Intrinsic: The co-ordinate system of the

object being transformed. This is

generally the way we will think of it.

Combining

transforms
A sequence of transforms take place in

successive coordinate systems:

gl.glLoadIdentity();

Combining

transforms
A sequence of transforms take place in

successive coordinate systems:

gl.glLoadIdentity();

gl.glTranslated(1, 0.5, 0);

Combining

transforms
A sequence of transforms take place in

successive coordinate systems:

gl.glLoadIdentity();

gl.glTranslated(1, 0.5, 0);

gl.glRotated(-45, 0, 0, 1);

Combining

transforms
A sequence of transforms take place in

successive coordinate systems:

gl.glLoadIdentity();

gl.glTranslated(1, 0.5, 0);

gl.glRotated(-45, 0, 0, 1);

gl.glScaled(2, 1, 1);

Combining

transforms
A sequence of transforms take place in

successive coordinate systems:

gl.glLoadIdentity();

gl.glTranslated(1, 0.5, 0);

gl.glRotated(-45, 0, 0, 1);

gl.glScaled(2, 1, 1):

gl.glTranslated(-0.5, 0, 0)

Exercise

Draw the co-ordinate frame after

each successive transformation.

gl.glLoadIdentity();

gl.glTranslated(-1, 0.5 , 0);

gl.glRotated(90, 0, 0, 1);

gl.glScaled(1, 2, 1):

Solution

gl.glLoadIdentity();

gl.glTranslated(-1, 0.5 , 0);

gl.glRotated(90, 0, 0, 1);

gl.glScaled(1, 2, 1):

Solution

gl.glLoadIdentity();

gl.glTranslated(-1, 0.5 , 0);

gl.glRotated(90, 0, 0, 1);

gl.glScaled(1, 2, 1):

Solution

gl.glLoadIdentity();

gl.glTranslated(-1, 0.5 , 0);

gl.glRotated(90, 0, 0, 1);

gl.glScaled(1, 2, 1);

Order matters

Note that the order of transformations

matters.

translate then rotate != rotate then translate

translate then scale != scale then rotate

rotate then scale != scale then rotate

Instance

Transformation
Usually we want: translate(T), rotate(R),

scale(S) : M = TRS

We can specify objects once in a

convenient local co-ordinate system

We can have multiple occurrences in the

scene at the desired size orientation and

location by applying the desired instance

transformation

Non-uniform Scaling

then Rotating
If we scale by different amounts in the x

direction to the y direction and then rotate,

we get unexpected and often unwanted

results. Angles are not preserved.

Rotating about an

arbitrary point.
So far all rotations have been about the origin.

To rotate about an arbitrary point.

1. Translate to the point

gl.gltranslated(0.5,0.5,0);

2. Rotate

gl.glrotated(45,0,0,1);

3. Translate back again

gl.gltranslated(-0.5,-0.5,0);

Rotating about an

arbitrary point.

Current

Transformation (CT)
Calls to glTranslate, glRotate and glScale

modify (post multiply – more on this later)

the current transformation/co-ordinate

frame.

Every time glVertex2d() is called, the

fixed function pipeline transforms the

given point by the CT.

Push and pop

Often we want to store the current

transformation/coordinate frame, transform

it and then restore the old frame again.

GL provides a stack of matrices for this

purpose. Push and pop using:

// store the current matrix

gl.glPushMatrix();

// restore the last pushed matrix

gl.glPopMatrix();

Exercise
gl.glLoadIdentity();

gl.glPushMatrix();

gl.glTranslated(1,2,0);

drawHouse(gl);

gl.glPushMatrix();

gl.glScaled(0.5,0.5,1);

drawHouse(gl);

gl.glPopMatrix();

gl.glPushMatrix();

gl.glRotated(45,0,0,1);

drawHouse(gl);

gl.glPopMatrix();

gl.glPopMatrix();

Scene Graphs

Consider drawing and animating a figure

such as this person:

We could calculate all the

vertices based on the

angles and lengths,

but this would

be long and error-prone.

Scene graph

To represent a complex scene we use a

scene graph. This tree describes how

different objects in the scene are connected

together: Torso

LU Arm Head

LL Arm

L Hand L Foot R Foot R Hand

LU Leg

LL Leg

RU Leg

RL Leg

RU Arm

RL Arm

Coordinate system

We draw each part in its own local

coordinate system:

// draw a foot

gl.glBegin(GL2.GL_POLYGON);

gl.glVertex2d(0, 0);

gl.glVertex2d(0, -1);

gl.glVertex2d(2, -1);

gl.glEnd();

(0, 0)

(0, -1) (2, -1)

x

y

Coordinate system

Then we transform the coordinate system:

translating

rotating

scaling

To get it into the position we want.

But from the object’s point of view, nothing

has changed.

(0, 0) (0, -1)

(2, -1)

Scene graph

Each part draws itself in its own local

coordinate frame and then transforms the

coordinate frame to draw its subparts

appropriately.

When a node in the graph is moved, all its

children move with it.

Scene graph

pseudocode
drawTree() {

push model-view matrix

translate to new origin

rotate

scale

draw this object

for all children:

child.drawTree()

pop matrix

}

Camera

So far we have assumed that the camera is

positioned at the world coordinate (0, 0).

It is useful to imagine the camera as an

object itself, with its own position, rotation

and scale.

View transform
The world is rendered as it appears in the

camera’s local coordinate frame.

The view transform converts the world

coordinate frame into the camera’s local

coordinate frame.

Note that this is the inverse of the

transformation that would convert the

camera’s local coordinate frame into world

coordinates.

View transform
Consider the world as if it was centered on

the camera. The camera stays still and the

world moves.

Moving the camera left

= moving the world right

Rotating the camera clockwise

= rotating the world anticlockwise

Growing the camera’s view

= shrinking the world

View transform

Mathematically if:

Then the view transform is:

Implementing a

camera
To implement a camera, we need to apply

the view transform before the model

transform:

gl.glMatrixMode(GL2.GL_MODELVIEW);

gl.glLoadIdentity();

// apply the view transform

gl.glScaled(1.0 / cameraScale, …);

gl.glRotated(-cameraAngle, 0, 0, 1);

gl.glTranslated(-camX, -camY, 0);

// apply the model transform + draw…

In the scene graph

We can add the camera as an object in our

scene graph:

Camera

Torso

LU Arm Head

LL Arm

L Hand L Foot R Foot R Hand

LU Leg

LL Leg

RU Leg

RL Leg

RU Arm

RL Arm

In the scene graph

We need to compute the camera’s

transformations in world coordinates (and

then get the inverse) in order to compute

the view transform.

We can do this by working recursively up

the scene graph.

We will cover the maths necessary to do

this calculation in the rest of this and the

following lecture.

Assignment 1
Game Engine: Scene Graph (Tree)

Provided code: Fill in Code in TODO

comments/tags

GameObject : node in the n-ary tree

– each node has t, r, s

(uniform scaling)

– 0..n children

– 1 parent unless it is the

special root node

.

Scene Graph Class

Diagram
GameObject

Polygonal

GameObject

Camera

Assignment 1
Automarking

• Junit 4 Unit Tests

• diff image files that you output

with required image output

Tutor subjective marking

• MyCoolGameObject

• Bonus Game (also course vote)

Exercise

Draw a scene graph for a sun similar to this

Create a MyCoolObject to create it.

Vector and Matrix

Revision
To represent coordinate frames and easily

convert points in one frame to another we

use vectors and matrices.

Some revision first.

Vectors

Having the right vector tools greatly

simplifies geometric reasoning.

A vector is a displacement.

A

B

v

Vectors

Having the right vector tools greatly

simplifies geometric reasoning.

A vector is a displacement.

We represent it as a

tuple of values in a particular coordinate

system.

A

B

v(1,1) (3,1)

(4,2)

Points vs Vectors

Vectors have

• length and direction

• no position

Points have

• position

• no length, no direction

Points and Vectors

The sum of a point and a vector is a point.

P + v = Q

Q

P

v

Points and Vectors

The sum of a point and a vector is a point.

P + v = Q

Which is the same as saying

The difference between two points is a

vector:

v = Q – P

Adding vectors

By adding components:

Subtracting vectors

By subtracting components:

Magnitude

Magnitude (i.e. length)

Normalisation(i.e. direction):

Warning: You can’t normalize the zero vector

1. What is the vector v from P to Q if

P = (4,0), Q = (1,3) ?

2. Find the magnitude of the vector (1,1)

3. Normalise the vector (8,6)

Exercises

1. What is the vector v from P to Q if

P = (4,0), Q = (1,3) ?

v = Q – P

= (1,3) – (4,0)

= (1 – 4 ,3 – 0 )

= (-3,3)

Solutions

P

Q

2. Find the magnitude of the vector (1,1)

|(1,1)| = sqrt(1^2 + 1^2)

= sqrt(2)

= 1.4

Magnitude is 1.4

Solutions

3. Normalise the vector (8,6)

|(8,6)| = sqrt(8^2 + 6^2)

= sqrt(64+36)

= 10

Normalised vector is (8, 6) / 10

= (0.8,0.6)

Solutions

Dot product
Definition:

Example: (1,2) . (-1,3) = 1*-1 + 2*3 = 5

Properties:

Angle between

vectors

Normals in 2D
If two vectors are perpendicular, their dot

product is 0.

If n = (nx, ny) is a normal to

p = (x, y)

p · n = xn x + yn y = 0

So either unless one is the 0 vector

n = (y, −x) or n = (−y, x)

Cross product

Only defined for 3D vectors:

Properties:

Can use to find normals

a
b

a × b

AxB vs BxA

Assuming a right handed co-ordinate

system: to find the direction of AxB curl

fingers of your right hand from A to B and

your thumb shows the direction.

BxA would be in the opposite direction.

Memory Aid

a x b = | i j k |

| a1 a2 a3 |

| b1 b2 b3 |

= a2b3 – a3b2 + a3b1 – a1 b3 + a1b2-a2b1

Cross product

The magnitude of the cross product is the

area of the parallelogram formed by the

vectors:

a

b

|a × b|

1. Find the angle between vectors (1,1)

and (-1,-1)

2. Is vector (3,4) perpendicular to (2,1)?

3. Find a vector perpendicular to vector a

where a = (2,1)

4. Find a vector perpendicular to vectors a

and b where a = (3,0,2) b = (4,1,8)

Exercises

Solutions
1. Find the angle between vectors (1,1) and

(-1,-1)

|(1,1)| = sqrt(2)

|(-1,-1)| = sqrt(2)

cos(t) = (1/sqrt(2),1/sqrt(2)).(-1/sqrt(2),-1/sqrt(2))

= -1

t = 180 degrees (ie anti-parallel)

Solutions
2. Is (3,4) perpendicular to (2,1)?

(3,4).(2,1) = 6 + 4 = 10

10 != 0 so not perpendicular ( < 90degrees) 3. Find a vector perpendicular to vector a where a = (2,1) (-1,2) or (1,-2) Solutions 4. Find a vector perpendicular to vectors a and b where a = (3,0,2) b = (4,1,8) axb = (0-2, 8-24,3-0) = (-2,-16,3) OR bxa = (2,16,-3) Matrices Matrix multiplication = Matrix multiplication = 1x2 + 0x0 +3x1 = 5 Matrix multiplication = Matrix multiplication = Matrix multiplication = Matrix multiplication = Matrix multiplication = Matrix multiplication = Matrix multiplication = And so on… Matrix multiplication = Homework Revise basics of vectors and matrix multiplication if you need to as we will use them extensively from next week on.

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