Rotate a square with respect to its centre
#include <windows.h>
#include <gl/Gl.h>
#include <gl/glut.h>
#include <cmath>
int screenheight = 600;
int screenwidth = 800;
bool flag = true;
int X1,Y1,X2,Y2,click;
float len;
float m;
double angle = 30; //The angle for the rotation (in degrees)
typedef struct{
float x;
float y;
}Point2D;
Point2D p1,p2,p3,p4;
void DrawLineSegment(Point2D pt1, Point2D pt2){
glPointSize(1.0);
glBegin(GL_LINES);
glVertex2i(pt1.x, pt1.y);
glVertex2i(pt2.x, pt2.y);
glEnd();
glPointSize(6.0);
glBegin(GL_POINTS);
glVertex2i(pt1.x, pt1.y);
glVertex2i(pt2.x, pt2.y);
glEnd();
glFlush();
}
Point2D translate(Point2D p, float tx, float ty){
p.x =p.x+tx; //.....wite the equations for translation
p.y = p.y+ty; //.....wite the equations for translation
return p;
}
Point2D rotate(Point2D p,float ang)
{
ang = ang * 3.14 / 180.0; //angle in radians
Point2D ptemp;
ptemp.x = p.x * cos(ang) - p.y * sin(ang);
ptemp.y = p.x * sin(ang) + p.y * cos(ang);
return ptemp;
}
void myMouse(int button, int state, int x, int y) {
if(state == GLUT_DOWN)
{
if(button == GLUT_LEFT_BUTTON)
{
if(click == 0)
{
X1=x;
Y1=screenheight - y;
p1.x = X1;
p1.y = Y1;
click++;
}
else if(click ==1)
{
click++;
glClear(GL_COLOR_BUFFER_BIT);
Point2D p1;
p1.x = X1;
p1.y = Y1;
p2.x = x;
p2.y = screenheight - y;
p3.x = x;
p3.y = Y1;
p4.x = X1;
p4.y = screenheight - y;
DrawLineSegment(p1, p3);
DrawLineSegment(p3, p2);
DrawLineSegment(p2, p4);
DrawLineSegment(p1, p4);
}
}
else if (button == GLUT_RIGHT_BUTTON)
{
m=(p2.y-p1.y)/(p2.x-p1.x);
len=sqrt((p2.y-p2.x)*(p2.y-p2.x)+(p1.y-p1.x)*(p1.y-p1.x));
Point2D Translated_p1 = translate(p1,-(p1.x+p2.x)/2,-(p1.y+p2.y)/2);
Point2D Translated_p2 = translate(p2,-(p1.x+p2.x)/2,-(p1.y+p2.y)/2);
Point2D Translated_p3 = translate(p3,-(p1.x+p2.x)/2,-(p1.y+p2.y)/2);
Point2D Translated_p4 = translate(p4,-(p1.x+p2.x)/2,-(p1.y+p2.y)/2);
Point2D Rotated_p1 = rotate(Translated_p1,angle);
Point2D Rotated_p2 = rotate(Translated_p2,angle);
Point2D Rotated_p3 = rotate(Translated_p3,angle);
Point2D Rotated_p4 = rotate(Translated_p4,angle);
Point2D Translated_p12 = translate(Rotated_p1,(p1.x+p2.x)/2,(p1.y+p2.y)/2);
Point2D Translated_p22 = translate(Rotated_p2,(p1.x+p2.x)/2,(p1.y+p2.y)/2);
Point2D Translated_p32 = translate(Rotated_p3,(p1.x+p2.x)/2,(p1.y+p2.y)/2);
Point2D Translated_p42 = translate(Rotated_p4,(p1.x+p2.x)/2,(p1.y+p2.y)/2);
DrawLineSegment(Translated_p12,Translated_p32);
DrawLineSegment(Translated_p32,Translated_p22);
DrawLineSegment(Translated_p22,Translated_p42);
DrawLineSegment(Translated_p12,Translated_p42);
}
}
}
void myDisplay()
{
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0f, 0.0f, 0.0f);
}
int main( int argc, char ** argv ) {
glutInit( &argc, argv );
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 800, 600 );
glutCreateWindow( "Draw Dots" );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluOrtho2D( 0, 800, 0, 600 );
glViewport(0, 0, 800, 600);
glutMouseFunc( myMouse );
glutDisplayFunc( myDisplay );
glutMainLoop();
return( 0 );
}
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