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.
163square_rotation: float = 0.0
When ‘q’ is pressed, increase the angle.
168def handle_inputs() -> None:
169 global square_rotation
170 if glfw.get_key(window, glfw.KEY_Q) == glfw.PRESS:
171 square_rotation += 0.1
...
Event Loop¶
In the previous chapter, this was the rendering code for the square.
243 glColor3f(0.0, 0.0, 1.0)
244 glBegin(GL_QUADS)
245 for ms in square:
246 ms_to_ndc: InvertibleFunction[Vector2D] = compose(
247 # camera space to NDC
248 uniform_scale(1.0 / 10.0),
249 # world space to camera space
250 inverse(translate(camera.position_ws)),
251 # model space to world space
252 compose(translate(paddle1.position), rotate(paddle1.rotation)),
253 # square space to paddle 1 space
254 translate(Vector2D(x=2.0, y=0.0)),
255 )
256 square_vector_ndc: Vector2D = ms_to_ndc(ms)
257 glVertex2f(square_vector_ndc.x, square_vector_ndc.y)
258 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.
246 glColor3f(0.0, 0.0, 1.0)
247 glBegin(GL_QUADS)
248 for ms in square:
249 ms_to_ndc: InvertibleFunction[Vector2D] = compose(
250 # camera space to NDC
251 uniform_scale(1.0 / 10.0),
252 # world space to camera space
253 inverse(translate(camera.position_ws)),
254 # model space to world space
255 compose(translate(paddle1.position), rotate(paddle1.rotation)),
256 # square space to paddle 1 space
257 compose(translate(Vector2D(x=2.0, y=0.0)), rotate(square_rotation)),
258 )
259 square_vector_ndc: Vector2D = ms_to_ndc(ms)
260 glVertex2f(square_vector_ndc.x, square_vector_ndc.y)
261 glEnd()
The author is getting really tired of having to look at all the different transformation functions repeatedly defined for each object being drawn.