Rotate the Square - Demo 12¶
Purpose¶
Rotate the square around its origin.
How to Execute¶
On Linux or on MacOS, in a shell, type “python src/demo12/demo.py”. On Windows, in a command prompt, type “python src\demo12\demo.py”.
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 it’s center |
Description¶
Cayley Graph¶
Code¶
Make a variable to determine the angle that the square will be rotated.
square_rotation: float = 0.0
When ‘q’ is pressed, increase the angle.
def handle_inputs() -> None:
global square_rotation
if glfw.get_key(window, glfw.KEY_Q) == glfw.PRESS:
square_rotation += 0.1
...
Event Loop¶
In the previous chapter, this was the rendering code for the square.
glColor3f(0.0, 0.0, 1.0)
glBegin(GL_QUADS)
for model_space in square:
paddle1space: Vertex = model_space.translate(tx=20.0,
ty=0.0)
world_space: Vertex = paddle1space.rotate(paddle1.rotation) \
.translate(tx=paddle1.position.x,
ty=paddle1.position.y)
camera_space: Vertex = world_space.translate(tx=-camera.position_worldspace.x,
ty=-camera.position_worldspace.y)
ndc_space: Vertex = camera_space.scale(scale_x=1.0 / 100.0,
scale_y=1.0 / 100.0)
glVertex2f(ndc_space.x, ndc_space.y)
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.
glColor3f(0.0, 0.0, 1.0)
glBegin(GL_QUADS)
for model_space in square:
paddle_1_space: Vertex = model_space.rotate(square_rotation) \
.translate(tx=20.0,
ty=0.0)
world_space: Vertex = paddle_1_space.rotate(paddle1.rotation) \
.translate(tx=paddle1.position.x,
ty=paddle1.position.y)
camera_space: Vertex = world_space.translate(tx=-camera.position_worldspace.x,
ty=-camera.position_worldspace.y)
ndc_space: Vertex = camera_space.scale(scale_x=1.0 / 100.0,
scale_y=1.0 / 100.0)
glVertex2f(ndc_space.x, ndc_space.y)
glEnd()
The author is getting really tired of having to look at all the different transformation functions repeatedly defined for each object being drawn.