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, Fall 2006IAT 800 Lab 2: Polygons, Transformations, and Arrays.

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Presentation on theme: ", Fall 2006IAT 800 Lab 2: Polygons, Transformations, and Arrays."— Presentation transcript:

1 , Fall 2006IAT 800 Lab 2: Polygons, Transformations, and Arrays

2 , Fall 2006IAT 800 Today  Arrays  Building Complex Shapes  Translation and Rotation  Pushing and Popping

3 , Fall 2006IAT 800 Arrays  Arrays store lists of values  Access items by index number

4 , Fall 2006IAT 800 Building Special Shapes  The beginShape() and endShape() functions allow us to draw irregular shapes from any number of points we define.  Many types of Shape: –POINTS, LINES, LINE_STRIP, LINE_LOOP, TRIANGLES, TRIANGLE_STRIP, TRIANGLE_FAN, QUADS, QUAD_STRIP, POLYGON –POLYGON will be the most useful. …

5 , Fall 2006IAT 800 Building Polygons  beginShape(POLYGON); –Tells the program to start the polygon.  vertex(x, y); –Make as many calls to this as you have vertices in your polygon.  endShape(); –Finishes the shape, connecting the last vertex to the first vertex to close the polygon, then colors it with the current fill() color.

6 , Fall 2006IAT 800 Building Polygons  beginShape(POLYGON);  vertex(10, 50); (starts a new polygon, and begins at point (10, 50).)

7 , Fall 2006IAT 800 Building Polygons  vertex(20, 10);  vertex(30, 40);  vertex(80, 60);  vertex(40, 80); (adds 4 more points to the polygon, and connects them in the order they are called.)

8 , Fall 2006IAT 800 Building Polygons  endShape(); (connects the last point to the first point, and fills the polygon.)

9 , Fall 2006IAT 800 Let’s Use Arrays  Let’s store the points that we’re drawing. int[] xvals = {10, 20, 30, 80, 40}; int[] yvals = {50, 10, 40, 60, 80}; beginShape(POLYGON); for(int i = 0; i < xvals.length; i++) { vertex(xvals[i], yvals[i]); } endShape();

10 , Fall 2006IAT 800 Let’s Use Arrays  Well, we can also use those arrays to draw the same shape somewhere else. beginShape(POLYGON); for(int i = 0; i < xvals.length; i++) { vertex(xvals[i] + 10, yvals[i] + 10); } endShape();

11 , Fall 2006IAT 800 This is not very general  What if you wanted to move by some other value?  Need a general method of moving polygons of some given shape

12 , Fall 2006IAT 800 Translation  Translation gives us another way of drawing in a new location. It in essence, moves the point (0, 0) in our window. (0, 0) beginShape(POLYGON); for(int i = 0; i < xvals.length; i++) { vertex(xvals[i], yvals[i]); } endShape();

13 , Fall 2006IAT 800 Translation  After the call to translate(), any drawing functions called will treat our new orange point as if it were (0, 0). (10, 10) translate(10, 10); (0, 0)

14 , Fall 2006IAT 800 Translation  So now, if we write the exact same polygon code as above, the new polygon will be 10 pixels down and 10 pixels to the right. (10, 10) beginShape(POLYGON); for(int i = 0; i < xvals.length; i++) { vertex(xvals[i], yvals[i]); } endShape(); (0, 0)

15 , Fall 2006IAT 800 Rotation  Much like Translation, Rotation moves our drawing space, so that we can draw at different angles.  Most of the time, you’ll want to use Rotation in conjunction with Translation, because rotate() rotates the drawing window around the point (0, 0).

16 , Fall 2006IAT 800 Rotation  Let’s look at an example without translation: rect(10, 10, 50, 50); (0, 0)

17 , Fall 2006IAT 800 Rotation  Make a variable with the value for 45 degrees in Radians. float angle = radians(45); (0, 0) ( radians() takes an int or float degree value and returns a float radian value. If you’re confused about the concept of radians, ask me afterward.)

18 , Fall 2006IAT 800 Rotation  Rotate our drawing canvas 45 degrees around the origin. rotate(angle); (0, 0) (You can see that one problem now is that much of our drawing canvas is now outside of the window.)

19 , Fall 2006IAT 800 Rotation  Draw the same square, now relative to our rotated canvas. rect(10, 10, 50, 50); (0, 0) (We only get to see about half of our square, and it isn’t really rotated in any satisfactory way.)

20 , Fall 2006IAT 800 Rotation  Let’s try this from the start, using translation.  Where should we translate to? –The point around which we want to rotate. So let’s try and rotate around the center of the square. –This means moving the origin, and drawing the square around it.

21 , Fall 2006IAT 800 Rotation  Let’s start with setting our rotation point: translate(35, 35); (0, 0) (35, 35)

22 , Fall 2006IAT 800 Rotation  Now let’s draw a square with this point at its center. rect(-25, -25, 50, 50); (0, 0) (35, 35)

23 , Fall 2006IAT 800 Rotation  Then let’s do the same rotate we did last time. float angle = radians(45); rotate(angle); (0, 0) (35, 35)

24 , Fall 2006IAT 800 Rotation  Now when we draw the same square as before, it will have the same center point. float angle = radians(45); rotate(angle); (0, 0) (35, 35)

25 , Fall 2006IAT 800 Rotation  Try applying rotation to your animations using draw(). What variable will you want to iterate to make a shape rotate over time?  Try making a custom polygon rotate instead of a square.

26 , Fall 2006IAT 800 Wait! How do I get back to normal?!  If you plan to do a lot of translations and rotations, it helps to know about the concepts of push and pop… (0, 0) (35, 35) (60, 15) I just want to go back to where I started before this!

27 , Fall 2006IAT 800 Pushing and Popping  Pushing is a way to say: –“Remember this orientation!” –PushMatrix();  Popping is a way to say: –“Take me back to the way things once were!” –PopMatrix();

28 , Fall 2006IAT 800 Push & Pop …IN ACTION!  If we want to remember the original orientation… pushMatrix(); translate(35,35); rotate( radians(45) ); rect(-25,-25,50,50); popMatrix(); rect(-25,-25,50,50); (0, 0) You can push and pop as many times as you want. It’s like you’re writing an address for the way things were on a card, and putting it on a stack each time you push… and pop just takes the first card off the top of the stack. (35, 35)

29 , Fall 2006IAT 800 How is this useful?  You don’t have to remember the math to reverse all the translations and rotations you’ve done!  You can make spiral shapes, then go back to normal!  You can make drawings with limbs! (You don’t want to have to calculate the angles of every finger, do you?)

30 , Fall 2006IAT 800 Review  Arrays  Drawing Polygons  Translation and Rotation  PushMatrix and PopMatrix  Go over building your own methods? (no slides)


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