Relative Objects - Demo 11¶
Purpose¶
Introduce relative objects, by making a small blue square that is defined relative to the left paddle, but offset some in the x direction. When the paddle on the left moves or rotates, the blue square moves with it, because it is defined relative to it.
How to Execute¶
Load src/demo11/demo.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 |
Description¶
Cayley Graph¶
In the graph below, all we have added is “Square space”, relative to paddle 1 space.
In the picture below, in 3D space, we see that the square has its own modelspace (as evidenced by the 3 arrows), and we are going to define its position and orientation relative to paddle 1.
Code¶
Define the geometry of the square in its own modelspace.
187square: list[Vertex] = [
188 Vertex(x=-0.5, y=-0.5),
189 Vertex(x=0.5, y=-0.5),
190 Vertex(x=0.5, y=0.5),
191 Vertex(x=-0.5, y=0.5),
192]
Event Loop¶
235while not glfw.window_should_close(window):
...
Draw paddle 1, just as before.
255 glColor3f(paddle1.r, paddle1.g, paddle1.b)
256
257 glBegin(GL_QUADS)
258 for paddle1_vertex_ms in paddle1.vertices:
259 paddle1_vertex_ws: Vertex = paddle1_vertex_ms.rotate(
260 paddle1.rotation
261 ).translate(paddle1.position)
262 paddle1_vertex_cs: Vertex = paddle1_vertex_ws.translate(-camera.position_ws)
263 paddle1_vertex_ndc: Vertex = paddle1_vertex_cs.uniform_scale(scalar=1.0 / 10.0)
264 glVertex2f(paddle1_vertex_ndc.x, paddle1_vertex_ndc.y)
265 glEnd()
As a refresher, the author recommends reading the code from modelspace to worldspace from the bottom up, and from worldspace to NDC from top down.
Read from modelspace to world space, bottom up
Reset the coordinate system
Read from world space to camera space, knowing that camera transformations are implemented as the inverse of placing the camera space in world space.
Reset the coordinate system
Read camera-space to NDC
New part! Draw the square relative to the first paddle! Translate the square to the right by 2 units. We are dealing with a -1 to 1 world space, which later gets scaled down to NDC.
269 glColor3f(0.0, 0.0, 1.0)
270 glBegin(GL_QUADS)
271 for model_space in square:
272 paddle1space: Vertex = model_space.translate(Vertex(x=2.0, y=0.0))
273 world_space: Vertex = paddle1space.rotate(paddle1.rotation).translate(
274 paddle1.position
275 )
276 camera_space: Vertex = world_space.translate(-camera.position_ws)
277 ndc: Vertex = camera_space.uniform_scale(scalar=1.0 / 10.0)
278 glVertex2f(ndc.x, ndc.y)
279 glEnd()
Towards that, we need to do all of the transformations to the square that we would to the paddle, and then do any extra transformations afterwards.
As such, read
Read paddle1space to world space, from bottom up
If we were to plot the square now, it would be in paddle 1’s space. We don’t want that, we want in to be moved in the X direction some units. Therefore
Read modelspace to paddle1space, from bottom up
Reset the coordinate system.
Now the square’s geometry will be in its own space!
Read from worldspace to camera-space, knowing that camera transformations are implemented as the inverse of placing the camera space in world space.
Reset the coordinate system
Read camera-space to NDC
Draw paddle 2 just like before.
283 glColor3f(paddle2.r, paddle2.g, paddle2.b)
284
285 glBegin(GL_QUADS)
286 for paddle2_vertex_ms in paddle2.vertices:
287 paddle2_vertex_ws: Vertex = paddle2_vertex_ms.rotate(
288 paddle2.rotation
289 ).translate(paddle2.position)
290 paddle2_vertex_cs: Vertex = paddle2_vertex_ws.translate(-camera.position_ws)
291 paddle2_vertex_ndc: Vertex = paddle2_vertex_cs.uniform_scale(1.0 / 10.0)
292 glVertex2f(paddle2_vertex_ndc.x, paddle2_vertex_ndc.y)
293 glEnd()