Rotation Fix Attempt 1 - Demo 08¶
Objective¶
Fix the rotation problem from the previous demo in a seemingly intuitive way, but do it inelegantly.

Demo 08¶
How to Execute¶
Load src/modelviewprojection/demo08.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 |
Description¶
The problem in the last demo is that all rotations happen relative to World Space’s (0,0) and axes. By translating our paddles to their position before rotating, they are rotated around World Space’s origin, instead of being rotated around their modelspace’s center.
In this demo, we try to solve the problem by making a method to rotate around a given point in world space, in this case, the paddle’s center.
28@dataclass
29class Vector2D:
30 x: float #: The x-component of the 2D Vector
31 y: float #: The y-component of the 2D Vector
188def rotate_around(
189 angle_in_radians: float, center: Vector2D
190) -> InvertibleFunction:
191 translation_to_origin: InvertibleFunction[Vector2D] = translate(-center)
192 rotation: InvertibleFunction[Vector2D] = rotate(angle_in_radians)
193 translation_back: InvertibleFunction[Vector2D] = translate(center)
194
195 return compose(translation_back, rotation, translation_to_origin)
196
197
Within the event loop, this seems quite reasonable
171while not glfw.window_should_close(window):
192 glColor3f(*astuple(paddle1.color))
193
194 glBegin(GL_QUADS)
195 rotatePoint: Vector2D = paddle1.position
196 for p1_v_ms in paddle1.vertices:
197 fn: InvertibleFunction[Vector2D] = compose(
198 uniform_scale(1.0 / 10.0),
199 rotate_around(paddle1.rotation, rotatePoint),
200 translate(paddle1.position),
201 )
202 paddle1_vector_ndc: Vector2D = fn(p1_v_ms)
203 glVertex2f(paddle1_vector_ndc.x, paddle1_vector_ndc.y)
208 # draw paddle 2
209 glColor3f(*astuple(paddle2.color))
210
211 glBegin(GL_QUADS)
212 rotatePoint: Vector2D = paddle2.position
213 for p2_v_ms in paddle2.vertices:
214 fn: InvertibleFunction[Vector2D] = compose(
215 uniform_scale(1.0 / 10.0),
216 rotate_around(paddle2.rotation, rotatePoint),
217 translate(paddle2.position),
218 )
219 paddle2_vector_ndc: Vector2D = fn(p2_v_ms)
220 glVertex2f(paddle2_vector_ndc.x, paddle2_vector_ndc.y)
221 glEnd()
All we did was add a rotate around method, and call it, with the paddle’s center as the rotate point.
Although this works for now and looks like decent code, this is extremely sloppy, and not thought out well at all. We apply a transformation from paddle space to world space, then do the inverse, then rotate, and then do the first transformation from paddle space to world space again.
The images of the transformation sequence below should show how brain-dead it is, and the Cayley graph is gross.
But from this we will learn something important.
translating back to the origin
resetting the coordinate system
rotating
resetting the coordinate system
and them translating them back to the paddle space origin
Cayley Graph¶
Note, this is gross, and the edge from the paddlespace to itself doesn’t even make any sense, but the author did not know how else to represent this code.
