Rotate a square with respect to the origin
#include <windows.h>
#include <gl/Gl.h>
#include <gl/glut.h>
#include <cmath>
int screenheight = 600;
int screenwidth = 800;
int flag = 0;
double angle = 30;
typedef struct{
float x;
float y;
}Point2D;
Point2D p1,p2,p3,p4;
void DrawSquare(Point2D pt1, Point2D pt2,Point2D pt3, Point2D pt4){
glPointSize(2.0);
glBegin(GL_LINE_LOOP);
glVertex2i(pt1.x, pt1.y);
glVertex2i(pt3.x, pt3.y);
glVertex2i(pt2.x, pt2.y);
glVertex2i(pt4.x, pt4.y);
glEnd();
glPointSize(5.0);
glBegin(GL_POINTS);
glVertex2i(pt2.x, pt2.y);
glEnd();
glFlush();
}
Point2D translate(Point2D p, float tx, float ty){
p.x =p.x;
p.y = p.y;
return p;
}
Point2D rotate(Point2D p, float ang){
ang = ang * 3.14 / 180.0;
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) {
glPointSize(5.0);
if(state == GLUT_DOWN)
{
if(button == GLUT_LEFT_BUTTON)
{
if (flag==0){
p1.x = x;
p1.y = screenheight - y;
p3.y=screenheight - y;
p4.x=x;
flag = 1;
} else if(flag==1){
p2.x = x;
p2.y = screenheight - y;
p3.x=x;
p4.y=screenheight - y;
flag = 0;
DrawSquare(p1,p2,p3,p4);
}
}
else if (button == GLUT_RIGHT_BUTTON)
{
Point2D Rotated_p2 = rotate(p2,angle);
Point2D Rotated_p1 = rotate(p1,angle);
Point2D Rotated_p3 = rotate(p3,angle);
Point2D Rotated_p4 = rotate(p4,angle);
DrawSquare(Rotated_p1,Rotated_p2,Rotated_p3,Rotated_p4);
}
}
}
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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