Rotate the Square - Demo 12¶
Objective¶
Rotate the square around its origin.

Demo 12¶
How to Execute¶
Load src/modelviewprojection/demo12.py in Spyder and hit the play button.
Move the Paddles using the Keyboard¶
Keyboard Input |
Action |
---|---|
w |
Move Left Paddle Up |
s |
Move Left Paddle Down |
k |
Move Right Paddle Down |
i |
Move Right Paddle Up |
d |
Increase Left Paddle’s Rotation |
a |
Decrease Left Paddle’s Rotation |
l |
Increase Right Paddle’s Rotation |
j |
Decrease Right Paddle’s Rotation |
UP |
Move the camera up, moving the objects down |
DOWN |
Move the camera down, moving the objects up |
LEFT |
Move the camera left, moving the objects right |
RIGHT |
Move the camera right, moving the objects left |
q |
Rotate the square around its center |
Description¶
Cayley Graph¶

Demo 12¶
Code¶
Make a variable to determine the angle that the square will be rotated.
135square_rotation: float = 0.0
When ‘q’ is pressed, increase the angle.
140def handle_inputs() -> None:
141 global square_rotation
142 if glfw.get_key(window, glfw.KEY_Q) == glfw.PRESS:
143 square_rotation += 0.1
...
Event Loop¶
In the previous chapter, this was the rendering code for the square.
224 GL.glColor3f(0.0, 0.0, 1.0)
225 GL.glBegin(GL.GL_QUADS)
226 for ms in square:
227 ms_to_ndc: mu.InvertibleFunction[mu2d.Vector2D] = mu.compose(
228 [
229 # camera space to NDC
230 mu.uniform_scale(1.0 / 10.0),
231 # world space to camera space
232 mu.inverse(mu.translate(camera.position_ws)),
233 # model space to world space
234 mu.compose(
235 [
236 mu.translate(paddle1.position),
237 mu2d.rotate(paddle1.rotation),
238 ]
239 ),
240 # square space to paddle 1 space
241 mu.translate(mu2d.Vector2D(x=2.0, y=0.0)),
242 ]
243 )
244 square_vector_ndc: mu2d.Vector2D = ms_to_ndc(ms)
245 GL.glVertex2f(square_vector_ndc.x, square_vector_ndc.y)
246 GL.glEnd()
Since we just want to add one rotation at the end of the sequence of transformations from paddle 1 space to square space, just add a rotate call at the top.
225 GL.glColor3f(0.0, 0.0, 1.0)
226 GL.glBegin(GL.GL_QUADS)
227 for ms in square:
228 ms_to_ndc: mu.InvertibleFunction[mu2d.Vector2D] = mu.compose(
229 [
230 # camera space to NDC
231 mu.uniform_scale(1.0 / 10.0),
232 # world space to camera space
233 mu.inverse(mu.translate(camera.position_ws)),
234 # model space to world space
235 mu.compose(
236 [
237 mu.translate(paddle1.position),
238 mu2d.rotate(paddle1.rotation),
239 ]
240 ),
241 # square space to paddle 1 space
242 mu.compose(
243 [
244 mu.translate(mu2d.Vector2D(x=2.0, y=0.0)),
245 mu2d.rotate(square_rotation),
246 ]
247 ),
248 ]
249 )
250 square_vector_ndc: mu2d.Vector2D = ms_to_ndc(ms)
251 GL.glVertex2f(square_vector_ndc.x, square_vector_ndc.y)
252 GL.glEnd()
The author is getting really tired of having to look at all the different transformation functions repeatedly defined for each object being drawn.