lecture6
lecture6-appendixBC
lab4
lab4-Vector Matrix Plane using glm
lab4-glmVectorMatrixPlaneQuaternion
void mprint(glm::mat4& Mat)
{
printf(“\n %f %f %f %f\n %f %f %f %f\n %f %f %f %f\n %f %f %f %f\n\n”,
Mat[0][0], Mat[1][0], Mat[2][0], Mat[3][0],
Mat[0][1], Mat[1][1], Mat[2][1], Mat[3][1],
Mat[0][2], Mat[1][2], Mat[2][2], Mat[3][2],
Mat[0][3], Mat[1][3], Mat[2][3], Mat[3][3]);
}
float theta(const glm::vec3& v1, const glm::vec3& v2)
{
float len1 = (float)sqrtf(v1[0]*v1[0] + v1[1]*v1[1] + v1[2]*v1[2]);
float len2 = (float)sqrtf(v2[0]*v2[0] + v2[1]*v2[1] + v2[2]*v2[2]);
return (float)acosf(dot(v1, v2)/len1*len2);
}
glm::vec3 computeNormal(glm::vec3& a, glm::vec3& b, glm::vec3& c)
{
glm::vec3 normal = glm::normalize(glm::cross(c – a, b – a));
return normal;
}
void vec3Test()
{
const float v[3] = { 1.0f, 2.0f, 3.0f };
vec3 a(0.0f, 0.0f, 0.0f), b(1.0f, 2.0f, 3.0f), c(b);
vec3 d = c;
vec3 e = c;
vec3 f = a;
cout << “a = ” << a[0] << ” ” << a[1] << ” ” << a[2] << endl;
cout << “b = ” << b[0] << ” ” << b[1] << ” ” << b[2] << endl;
cout << “c = ” << c[0] << ” ” << c[1] << ” ” << c[2] << endl;
cout << “d = ” << d[0] << ” ” << d[1] << ” ” << d[2] << endl;
cout << “e = ” << e[0] << ” ” << e[1] << ” ” << e[2] << endl;
a[0] = 4;
a[1] = 5;
a[2] = 6;
cout << “after assignments, a (4,5,6) ” << endl;
cout << “a = ” << a[0] << ” ” << a[1] << ” ” << a[2] << endl;
cout << “b = ” << b[0] << ” ” << b[1] << ” ” << b[2] << endl;
cout << “Unary Operation” << endl;
a += b;
cout << “a += b ” << endl;
cout << “a = ” << a[0] << ” ” << a[1] << ” ” << a[2] << endl;
a -= b;
cout << “a -= b ” << endl;
cout << “a = ” << a[0] << ” ” << a[1] << ” ” << a[2] << endl;
a *= 1.5;
cout << “a *= 1.5 ” << endl;
cout << “a = ” << a[0] << ” ” << a[1] << ” ” << a[2] << endl;
a /= 1.5;
cout << “a /= 1.5 ” << endl;
cout << “a = ” << a[0] << ” ” << a[1] << ” ” << a[2] << endl;
cout << “Binary Operation” << endl;
c = a + b;
cout << “c = a + b -> c ” << endl;
cout << “c = ” << c[0] << ” ” << c[1] << ” ” << c[2] << endl;
c = a – b;
cout << “c = a – b -> c ” << endl;
cout << “c = ” << c[0] << ” ” << c[1] << ” ” << c[2] << endl;
cout << “a == b” << endl;
if (a == b)
cout << ” is true” << endl;
else
cout << ” is false” << endl;
cout << “b == d” << endl;
if (b == d)
cout << ” is true” << endl;
else
cout << ” is false” << endl;
// magnitude
cout << “a = ” << a[0] << ” ” << a[1] << ” ” << a[2] << endl;
cout << “b = ” << b[0] << ” ” << b[1] << ” ” << b[2] << endl;
cout << “a magnitude = ” << (float)sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]) << endl;
cout << “b magnitude = ” << (float)sqrt(b[0]*b[0] + b[1]*b[1] + b[2]*b[2]) << endl;
// normalize
c = normalize(a);
cout << “c = normalize(a) = ” << c[0] << ” ” << c[1] << ” ” << c[2] << endl;
cout << “c magnitude = ” << (float)sqrt(c[0]*c[0] + c[1]*c[1] + c[2]*c[2]) << endl;
d = normalize(b);
cout << “d = normalize(b) = ” << d[0] << ” ” << d[1] << ” ” << d[2] << endl;
cout << “d magnitude = ” << (float)sqrt(d[0]*d[0] + d[1]*d[1] + d[2]*d[2]) << endl;
// dot product, theta, cross product, compute normal
cout << “dot(a, b) = ” << dot(a, b) << endl;
cout << “a,b angle = ” << degrees(theta(a, b)) << endl;
e = cross(a, b);
cout << “e = cross(a, b) = ” << e[0] << ” ” << e[1] << ” ” << e[2] << endl;
f = cross(vec3(1.0f, 3.0f, -4.0f), vec3(2.0f, -5.0f, 8.0f));
cout << “(1, 3, -4) x (2, -5, 8) = ” << f[0] << ” ” << f[1] << ” ” << f[2] << endl;
glm::vec3 g = computeNormal(glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 0.0f), glm::vec3(1.0f, 2.0f, 3.0f));
cout << “g = ” << g[0] << ” ” << g[1] << ” ” << g[2] << endl;
}
void mat4Test()
{
// matrix test
glm::mat4 M(1.0f, 2.0f, 3.0f, 4.0f, // column1
5.0f, 6.0f, 7.0f, 8.0f, // column2
9.0f, 10.0f, 11.0f, 12.0f, // column3
13.0f, 14.0f, 15.0f, 16.0f); // column4
cout << “M = ” << endl;
mprint(M);
glm::mat4 A(1.0f, 0.0f, 0.0f, 0.0f, // column1
0.0f, 2.0f, 0.0f, 0.0f, // column2
0.0f, 0.0f, 4.0f, 0.0f, // column3
1.0f, 2.0f, 3.0f, 1.0f); // column4
cout << “A = ” << endl;
mprint(A);
glm::mat4 B(1.0f, 0.0f, 0.0f, 0.0f, // column1
0.0f, 1.0f, 0.0f, 0.0f, // column2
0.0f, 0.0f, 1.0f, 0.0f, // column3
2.0f, 2.0f, 2.0f, 1.0f); // column4
cout << “B = ” << endl;
mprint(B);
glm::mat4 C = A * B; // multiplication
cout << “C = A*B = ” << endl;
mprint(C);
glm::mat4 D = B * A; // multiplication
cout << “D = B*A = ” << endl;
mprint(D);
glm::mat4 E = glm::inverse(A); // inverse
cout << “E = inverse(A) = ” << endl;
mprint(E);
glm::mat4 I = A * E; // multiplication
cout << “I = A*E = ” << endl;
mprint(I);
glm::vec4 p = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
glm::vec4 q = A * p;
glm::vec4 r = B * p;
glm::vec4 s = C * p;
glm::vec4 t = D * p;
cout << “q = A*p = ” << endl;
printf(“(1, 0, 0, 1) => (%f, %f, %f, %f)\n”, q[0], q[1], q[2], q[3]);
cout << “r = B*p = ” << endl;
printf(“(1, 0, 0, 1) => (%f, %f, %f, %f)\n”, r[0], r[1], r[2], r[3]);
cout << “s = A*B*p = ” << endl;
printf(“(1, 0, 0, 1) => (%f, %f, %f, %f)\n”, s[0], s[1], s[2], s[3]);
cout << “t = B*A*p = ” << endl;
printf(“(1, 0, 0, 1) => (%f, %f, %f, %f)\n”, t[0], t[1], t[2], t[3]);
glm::mat4 Tx, Ty, Tz;
Tx = glm::translate(glm::mat4(1.0f), glm::vec3(2.0f, 0.0f, 0.0f)); // RHS x+ right
Ty = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 2.0f, 0.0f)); // RHS y+ up
Tz = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 2.0f)); // RHS z+ front
printf(“Tx\n”);
mprint(Tx);
glm::vec4 Position = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
glm::vec4 tV = Tx * Position;
printf(“(1, 0, 0, 1) => (%f, %f, %f, %f)\n”, tV[0], tV[1], tV[2], tV[3]);
glm::mat4 Rx, Ry, Rz, Ra;
Rx = glm::rotate(glm::mat4(1.0f), 30.0f, glm::vec3(1.0f, 0.0f, 0.0f));
Ry = glm::rotate(glm::mat4(1.0f), 60.0f, glm::vec3(0.0f, 1.0f, 0.0f));
Rz = glm::rotate(glm::mat4(1.0f), 45.0f, glm::vec3(0.0f, 0.0f, 1.0f));
Ra = glm::rotate(glm::mat4(1.0f), 45.0f, glm::vec3(1.0f, 1.0f, 1.0f));
printf(“R\n”);
mprint(Rx);
mprint(Ry);
mprint(Rz);
mprint(Ra);
glm::vec4 tV1 = Ra * Position;
printf(“Ra * Position(1, 0, 0, 1) => (%f, %f, %f, %f)\n”, tV1[0], tV1[1], tV1[2], tV1[3]);
glm::mat4 Sx, Sy, Sz;
Sx = glm::scale(glm::mat4(1.0f), glm::vec3(2, 1, 1));
Sy = glm::scale(glm::mat4(1.0f), glm::vec3(1, 2, 1));
Sz = glm::scale(glm::mat4(1.0f), glm::vec3(1, 1, 2));
printf(“Sy\n”);
mprint(Sy);
glm::vec4 tV2 = Sy * Position;
printf(“(1, 0, 0, 1) => (%f, %f, %f, %f)\n”, tV2[0], tV2[1], tV2[2], tV2[3]);
glm::mat4 TR = Tx * Rz; // Rotate Z and then Translate X
printf(“TR\n”);
mprint(TR);
glm::vec4 tV3 = TR * Position;
printf(“(1, 0, 0, 1) => (%f, %f, %f, %f)\n”, tV3[0], tV3[1], tV3[2], tV3[3]);
mat4 RT = Rz * Tx; // Translate X and then Rotate Z
printf(“RT\n”);
mprint(RT);
glm::vec4 tV4 = RT * Position;
printf(“(1, 0, 0, 1) => (%f, %f, %f, %f)\n”, tV4[0], tV4[1], tV4[2], tV4[3]);
}
void matrix4x4Test()
{
// matrix test
matrix4x4 A(1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 2.0f, 0.0f, 2.0f,
0.0f, 0.0f, 4.0f, 3.0f,
0.0f, 0.0f, 0.0f, 1.0f);
matrix4x4 B(1.0f, 0.0f, 0.0f, 2.0f,
0.0f, 1.0f, 0.0f, 2.0f,
0.0f, 0.0f, 1.0f, 2.0f,
0.0f, 0.0f, 0.0f, 1.0f);
matrix4x4 C = A * B; // multiplication
matrix4x4 D = B * A; // multiplication
float det = A.determinant(); // determinant
matrix4x4 E = A.inverse(); // inverse
matrix4x4 F = A * E; // multiplication
vector3 p(1.0f, 0.0f, 0.0f);
vector3 q = A * p;
vector3 r = B * p;
vector3 s = C * p;
vector3 t = D * p;
cout << “A = ” << endl << A << endl;
cout << “B = ” << endl << B << endl;
cout << “C = A*B = ” << endl << C << endl;
cout << “D = B*A = ” << endl << D << endl;
cout << “E = inverse(A) = ” << endl << E << endl;
cout << “det = determinant(A) = ” << endl << det << endl;
cout << “F = A*E = ” << endl << F << endl;
cout << “p = ” << p << endl;
cout << “q = A * p = ” << q << endl;
cout << “r = B * p = ” << r << endl;
cout << “s = A * B * p = ” << s << endl;
cout << “t = B * A * p = ” << t << endl;
matrix4x4 Tx, Ty, Tz;
Tx.translate(2.0f, 0.0f, 0.0f); // RHS x+ right
Ty.translate(0.0f, 2.0f, 0.0f); // RHS y+ up
Tz.translate(0.0f, 0.0f, 2.0f); // RHS z+ front
vector3 Position(1.0f, 0.0f, 0.0f);
vector3 tV = Tx * Position;
printf(“Tx*P = (1, 0, 0, 1) => (%f, %f, %f)\n”, tV[0], tV[1], tV[2]);
matrix4x4 Rx, Ry, Rz, Ra;
Rx.rotate(30.0f, ‘x’);
Ry.rotate(60.0f, ‘y’);
Rz.rotate(45.0f, ‘z’);
Ra.rotate(45.0f, 1.0f, 1.0f, 1.0f);
matrix4x4 Sx, Sy, Sz;
Sx.scale(2, 1, 1);
Sy.scale(1, 2, 1);
Sz.scale(1, 1, 2);
cout << “Tx = ” << endl << Tx << endl;
cout << “Rx = ” << endl << Rx << endl;
cout << “Ry = ” << endl << Ry << endl;
cout << “Rz = ” << endl << Rz << endl;
cout << “Ra = ” << endl << Ra << endl;
cout << “Sy = ” << endl << Sy << endl;
cout << “Tx*Rz = ” << endl << Tx*Rz << endl; // Rotate Z, and then Translate X
cout << “Rz*Tx = ” << endl << Rz*Tx << endl; // Translate X, and then Rotate Z
cout << “Tx*Rz*Sy = ” << endl << Tx*Rz*Sy << endl; // Scale Y, and then Rotate Z, and then Translate X
cout << “Sy*Rz*Tx = ” << endl << Sy*Rz*Tx << endl; // Translate X, and then Rotate Z, and then Scale Y
vector3 tV1 = Ra * Position;
printf(“Ra*P = (1, 0, 0, 1) => (%f, %f, %f)\n”, tV1[0], tV1[1], tV1[2]);
}
typedef struct _RAY {
vector3 p; // start point
vector3 u; // direction
} RAY;
bool RayPlaneIntersection(oglclass::plane p, RAY l, vector3& out)
{
float denom = plane::dotNormal(p, l.u); // dotNormal = a.x + b*y + c*z
//cout << “denom = ” << denom << endl;
if (denom == 0)
return false;
float t = -plane::dotCoord(p, l.p)/denom; // dotCoord = a*x + b*y + c*z + d*1
//cout << “t = ” << t << endl; // [0, -1, 0]
if (t < 0)
return false;
out = l.p + t*(l.u); // return vector
return true;
}
void planeTest()
{
// RAY-plane intersection test
plane plane0(1, 0, 0, 1);
cout << “plane0 = ” << plane0 << endl;
vector3 Q(2, 1, -1), P(-1, 1, 0);
int ret = plane::isPointInsideOutside(plane0, Q);
cout << “ret = ” << ret << endl; // ret = 1 (outside the plane)
ret = plane::isPointInsideOutside(plane0, P);
cout << “ret = ” << ret << endl; // ret = 0 (on the plane)
P = plane::closestPointOnPlane(plane0, Q);
cout << “P = ” << P << endl; // P = (-1, 1, -1)
RAY ray1, ray2, ray3;
ray1.p = vector3(1, 0, 0);
ray1.u = vector3(-1, -1, 0);
ray2.p = vector3(1, 0, -2);
ray2.u = vector3(1, 1, 1);
ray3.p = vector3(1, 1, 0);
ray3.u = vector3(1, 1, 1);
vector3 out1, out2, out3;
if (RayPlaneIntersection(plane0, ray1, out1))
cout << “out1 = ” << out1 << endl; // out1=(-1, -2, 0)
if (RayPlaneIntersection(plane0, ray2, out2))
cout << “out2 = ” << out2 << endl; // nothing
if (RayPlaneIntersection(plane0, ray3, out3))
cout << “out3 = ” << out3 << endl; // nothing
}
glm::transform
glm::mat4 T = glm::translate(glm::mat4(1.0f), glm::vec3(dx, dy, dz));
glm::mat4 R = glm::rotate(glm::mat4(1.0f), theta, glm::vec3(ax, ay, az));
glm::mat4 S = glm::scale(glm::mat4(1.0f), glm::vec3(sx, sy, sz));
glm::mat4 Tx = glm::translate(glm::mat4(1.0f), glm::vec3(3.0f, 0.0f, 0.0f));
glm::mat4 Rz = glm::rotate(glm::mat4(1.0f), 45.0f, glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 S = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f, 0.7f, 1.0f));
glm::mat4 TRS = Tx * Rz * S; // Scale XY, and then Rotate Z, and then Translate X
위의 코드는 아래의 코드와 동일한 행렬의 곱 연산을 수행한다.
glm::mat4 T = glm::translate(glm::mat4(1.0f), glm::vec3(3.0f, 0.0f, 0.0f)); // T
glm::mat4 TR = glm::rotate(T, 45.0f, glm::vec3(0.0f, 0.0f, 1.0f)); // T * R
glm::mat4 TRS = glm::scale(TR, glm::vec3(0.5f, 0.7f, 1.0f)); // T * R * S
OPENGL/GLM TRANSFORMATION (COLUMN-MAJOR ORDER)
glm::mat4 A(1.0f, 0.0f, 0.0f, 0.0f, // column1
0.0f, 2.0f, 0.0f, 0.0f, // column2
0.0f, 0.0f, 4.0f, 0.0f, // column3
1.0f, 2.0f, 3.0f, 1.0f); // column4
// A =
// 1 0 0 1
// 0 2 0 2
// 0 0 4 3
// 0 0 0 1
glm::mat4 B(1.0f, 0.0f, 0.0f, 0.0f, // column1
0.0f, 1.0f, 0.0f, 0.0f, // column2
0.0f, 0.0f, 1.0f, 0.0f, // column3
2.0f, 2.0f, 2.0f, 1.0f); // column4
// B =
// 1 0 0 2
// 0 1 0 2
// 0 0 1 2
// 0 0 0 1
glm::mat4 C = A*B;
// C = A*B =
// 1 0 0 3
// 0 2 0 6
// 0 0 4 11
// 0 0 0 1
glm::mat4 D = B*A;
// D = B*A =
// 1 0 0 3
// 0 2 0 4
// 0 0 4 5
// 0 0 0 1
glm::mat4 E = glm::inverse(A); // inverse
// E = inverse(A) =
// 1 0 0 -1
// 0 0.5 0 -1
// 0 0 0.25 -0.75
// 0 0 0 1
glm::mat4 I = A * E; // I = A * A-1
// I = A*E =
// 1 0 0 0
// 0 1 0 0
// 0 0 1 0
// 0 0 0 1
// p’ = M * p (OpenGL/GLM uses Column-Major Order)
glm::vec4 p = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
// p = (1, 0, 0)
glm::vec4 q = A * p;
// q = A * p = (2, 2, 3)
glm::vec4 r = B * p;
// r = B * p = (3, 2, 2)
glm::vec4 s = C * p;
// s = A * B * p = (4, 6, 11)
glm::vec4 t = D * p;
// t = B * A * p = (4, 4, 5)
glm::mat4 Tx,Ty,Tz;
Tx = glm::translate(glm::mat4(1.0f), glm::vec3(2.0f, 0.0f, 0.0f)); // RHS x+ right
Ty = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 2.0f, 0.0f)); // RHS y+ up
Tz = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 2.0f)); // RHS z+ front
// Tx =
// 1 0 0 2
// 0 1 0 0
// 0 0 1 0
// 0 0 0 1
// Ty =
// 1 0 0 0
// 0 1 0 2
// 0 0 1 0
// 0 0 0 1
// Tz =
// 1 0 0 0
// 0 1 0 0
// 0 0 1 2
// 0 0 0 1
glm::mat4 Rx,Ry,Rz,Ra;
Rx = glm::rotate(glm::mat4(1.0f), 30.0f, glm::vec3(1.0f, 0.0f, 0.0f)); // RHS x+ (Y->Z rotation) OpenGL uses DEGREE angle
Ry = glm::rotate(glm::mat4(1.0f), 60.0f, glm::vec3(0.0f, 1.0f, 0.0f)); // RHS y+ (Z->X rotation)
Rz = glm::rotate(glm::mat4(1.0f), 45.0f, glm::vec3(0.0f, 0.0f, 1.0f)); // RHS z+ (X->Y rotation)
Ra = glm::rotate(glm::mat4(1.0f), 45.0f, glm::vec3(1.0f, 1.0f, 1.0f)); // RHS (arbitrary axis)
// Rx =
// 1 0 0 0
// 0 0.999958 -0.0091384 0
// 0 0.0091384 0.999958 0
// 0 0 0 1
// Ry =
// 0.999833 0 0.018276 0
// 0 1 0 0
// -0.018276 0 0.999833 0
// 0 0 0 1
// Rz =
// 0.999906 -0.0137074 0 0
// 0.0137074 0.999906 0 0
// 0 0 1 0
// 0 0 0 1
// Ra =
// 0.999937 -0.00788263 0.00794526 0
// 0.00794526 0.999937 -0.00788263 0
// -0.00788263 0.00794526 0.999937 0
// 0 0 0 1
glm::mat4 Sx,Sy,Sz;
Sx = glm::scale(glm::mat4(1.0f), glm::vec3(2, 1, 1)); // RHS
Sy = glm::scale(glm::mat4(1.0f), glm::vec3(1, 2, 1)); // RHS
Sz = glm::scale(glm::mat4(1.0f), glm::vec3(1, 1, 2)); // RHS
// Sy =
// 1 0 0 0
// 0 2 0 0
// 0 0 1 0
// 0 0 0 1
// p’ = M3 * M2 * M1 * p (OpenGL uses Column-Major Order)
glm::mat4 TR = Tx * Rz; // Rotate Z, and then Translate X
glm::mat4 RT = Rz * Tx; // Translate X, and then Rotate Z
glm::mat4 TRS = Tx * Rz * Sy; // Scale Y, and then Rotate Z, and then Translate X
glm::mat4 SRT = Sy * Rz * Tx; // Translate X, and then Rotate Z, and then Scale Y
// Tx*Rz =
// 0.707107 -0.707107 0 2
// 0.707107 0.707107 0 0
// 0 0 1 0
// 0 0 0 1
// Rz*Tx =
// 0.707107 -0.707107 0 1.41421
// 0.707107 0.707107 0 1.41421
// 0 0 1 0
// 0 0 0 1
// Tx*Rz*Sy =
// 0.707107 -1.41421 0 2
// 0.707107 1.41421 0 0
// 0 0 1 0
// 0 0 0 1
// Sy*Rz*Tx =
// 0.707107 -0.707107 0 1.41421
// 1.41421 1.41421 0 2.82843
// 0 0 1 0
// 0 0 0 1
GLM MATRIX (COLUMN-MAJOR ORDER)
int foo()
{
glm::vec4 Position = glm::vec4(glm:: vec3(0.0f), 1.0f);
glm::mat4 Model = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f, 2.0f, 3.0f));
// (1.0, 0.0, 0.0, 1.0)
// (0.0, 1.0, 0.0, 2.0)
// (0.0, 0.0, 1.0, 3.0)
// (0.0, 0.0, 0.0, 1.0)
printf(“%f %f %f %f\n”, Model[0][0], Model[1][0], Model[2][0], Model[3][0]);
printf(“%f %f %f %f\n”, Model[0][1], Model[1][1], Model[2][1], Model[3][1]);
printf(“%f %f %f %f\n”, Model[0][2], Model[1][2], Model[2][2], Model[3][2]);
printf(“%f %f %f %f\n”, Model[0][3], Model[1][3], Model[2][3], Model[3][3]);
glm::vec4 Transformed = Model * Position; // P’ (1, 2, 3) = Model * P (0, 0, 0) (OpenGL uses Column-Major Order) RHS
…
return 0;
}
OPENGL TRANSFORMATION MATRIX TUTORIAL
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
Homogeneous coordinates
Until then, we only considered 3D vertices as a (x,y,z) triplet. Let’s introduce w. We will now have (x,y,z,w) vectors.
This will be more clear soon, but for now, just remember this :
-
- If w == 1, then the vector (x,y,z,1) is a position in space.
- If w == 0, then the vector (x,y,z,0) is a direction.
(In fact, remember this forever.)
What difference does this make ? Well, for a rotation, it doesn’t change anything. When you rotate a point or a direction, you get the same result. However, for a translation (when you move the point in a certain direction), things are different. What could mean “translate a direction” ? Not much.Homogeneous coordinates allow us to use a single mathematical formula to deal with these two cases.
Transformation matrices
In 3D graphics we will mostly use 4×4 matrices. They will allow us to transform our (x,y,z,w) vertices. This is done by multiplying the vertex with the matrix :
Matrix x Vertex (in this order !!) = TransformedVertex
In C++, with GLM:
glm::mat4 myMatrix;
glm::vec4 myVector;
// fill myMatrix and myVector somehow
glm::vec4 transformedVector = myMatrix * myVector; // Again, in this order ! this is important.
In GLSL :
mat4 myMatrix;
vec4 myVector;
// fill myMatrix and myVector somehow
vec4 transformedVector = myMatrix * myVector; // Yeah, it's pretty much the same than GLM
Translation matrices
These are the most simple tranformation matrices to understand. A translation matrix look like this :
where X,Y,Z are the values that you want to add to your position.
So if we want to translate the vector (10,10,10,1) of 10 units in the X direction, we get :
Scaling matrices
Scaling matrices are quite easy too :
So if you want to scale a vector (position or direction, it doesn’t matter) by 2.0 in all directions :
Rotation matrices
These are quite complicated.
Cumulating transformations
So now we know how to rotate, translate, and scale our vectors. It would be great to combine these transformations. This is done by multiplying the matrices together, for instance :
TransformedVector = TranslationMatrix * RotationMatrix * ScaleMatrix * OriginalVector;
Affine Space
Affine Space (아핀공간) – 벡터공간에 점을 추가한 공간
http://mathworld.wolfram.com/AffineSpace.html
벡터와 벡터 간의 덧셈/뺄셈 -> 벡터 생성
스칼라와 벡터의 곱셈/나눗셈 -> 벡터 생성
벡터와 점의 덧셈/뺄셈 -> 점 생성
점과 점 간의 뺄셈 -> 벡터 생성
점과 점 간의 덧셈은 허용되지 않는다.
아핀공간에서 점의 덧셈은 각 점들 앞의 계수의 합이 1일 때에만 허용되고 이처럼 계수의 합이 1이 되는 경우를 Affine Sum(아핀합)이라 한다.
Homogeneous Coordinate (동차좌표) – 어떤 목적을 위해 한 차원의 좌표(n)을 추가한 좌표 (n+1)로 표현을 하는 것
http://mathworld.wolfram.com/HomogeneousCoordinates.html
4차원 동차 좌표 (x,y,z,w) => 3차원 좌표 (x/w , y/w , z/w)
만약 w == 1, (x,y,z,1)은 position이다.
만약 w == 0, (x,y,z,0)은 vector이다.
HW2
각자 lab3를 사용하여 본인만의 3D geometry 그래픽을 만들어온다. (Due by 10/4)
lab3
Lab3-GeometryPositionColorMouse (using mouse & motion & geometry animation)
geometryPositionColor class restructured (adding center position & animation routine)
lab3-GeometryPositionColorMouse
std::vector<GeometryPositionColor*> geoList;
void mouse(int button, int state, int mx, int my)
{
if (button==GLUT_RIGHT_BUTTON && state==GLUT_DOWN)
exit(0);
if (button==GLUT_LEFT_BUTTON && state==GLUT_DOWN)
g_mousemove = true;
else if (button==GLUT_LEFT_BUTTON && state==GLUT_UP)
g_mousemove = false;
}
void motion(int mx, int my)
{
int w = glutGet(GLUT_WINDOW_WIDTH);
int h = glutGet(GLUT_WINDOW_HEIGHT);
// 0~600(x+ right) x 0~600(y+ down) => -5~5(x+ right) x -5~5(y+ up)
float x = (float) 10 * (mx – w*0.5) / w;
float y = (float) 10 * (h*0.5 – my) / h;
if (g_mousemove)
{
//printf(“mx=%d my=%d x=%f y=%f\n”, mx, my, x, y);
geoList[g_geometrymode]->setPosition(glm::vec3(x, y, 0));
}
glutPostRedisplay();
}
void keyboard( unsigned char key, int x, int y )
{
switch ( key ) {
case 27:
exit( EXIT_SUCCESS );
break;
case ‘c’:
geoList[g_geometrymode]->setColor(glm::vec3(1, 0, 0));
break;
case ‘w’:
g_wiremode = !g_wiremode;
break;
case ‘a’:
g_animationmode = !g_animationmode;
break;
case ‘g’:
g_geometrymode = (g_geometrymode + 1) % (int)(geoList.size());
printf(“g_geometrymode=%d\n”, g_geometrymode);
break;
case ‘m’:
startTime = glutGet(GLUT_ELAPSED_TIME);
geoList[g_geometrymode]->activate();
printf(“object animation active?=%d\n”, (int)geoList[g_geometrymode]->isActive());
break;
}
glutPostRedisplay();
}
void update()
{
…
// each geometry update (triggered by ‘m’-key)
geoList[g_geometrymode]->update(elapsedTime);
glutPostRedisplay();
}
void display( void )
{
…
geoList[g_geometrymode]->draw();
…
}
void setData()
{
geoList.push_back(new Quad());
geoList.push_back(new Triangle());
geoList.push_back(new Circle());
…
}
void init( void )
{
…
setData();
geoList[0]->setAnimation(glm::vec3(-1, 0, 0), glm::vec3(1, 0, 0), 5000); // start, end, duration
geoList[1]->setAnimation(glm::vec3(-2, -2, 0), glm::vec3(2, 2, 0), 5000);
geoList[2]->setAnimation(glm::vec3(2, -2, 0), glm::vec3(-2, 2, 0), 5000);
…
}
lecture5
lecture5
lecture5-ch3