As per my question on Math Stackexchange:
I am working on a project for my 3D Graphics class. The project is built with C++ and OpenGL / Glut. Basically, I create a horizontal rectangle window, subdivided into two squares. On the left, I have a two dimensional coordinate plane, which allows the users to point and click and define a profile 'curve'. I then need to wrap this curve around the Y-axis n number of times.
So, would anyone be able to guide me as to how I would use Trigonometry to calculate the X and Z values of the successive points? If for example, a user clicks and creates the point:
(1, 1, 0)
And their sweep resolution (n) is set to, say, 10, then I need to redraw that point every 36 (360/10) degrees around the Y-axis.
Am I correct in assuming that Trigonometry will help me here? If so, can someone please enlighten me a bit as to how to calculate the location of a translated point in 3D space? It's been a while since I took Trig, and I don't believe we ever left 2D space.
EDIT: I attempted to use:
x'=xcos(theta)-zsin(theta)
y'=y
z'=xsin(theta)+zcos(theta)
, as per my understanding of AMPerrine's answer, and I don't think it worked as I'd hoped:
// this is in a loop
// setup the new angle
double angle = i>0 ? (360/sweepResolutionMod)*i : 0;
angle = angle * (M_PI/180);
// for each point...
for( int i=0; i<clickedPoints.size(); i++ )
{
// initial point, normalized
GLfloat tempX = (clickedPoints[i].x-250)/250;
GLfloat tempY = (clickedPoints[i].y-250)/250;
GLfloat tempZ = 0.0;
// log the initial point
cout << "(" << tempX << ", " << tempY << ", 0.0) by " << angle << " radians = ";
// generate the new point
GLfloat newX = (tempX * cos(angle)) - (tempZ * sin(angle));
GLfloat newY = tempY;
GLfloat newZ = (tempX * sin(angle)) - (tempZ * cos(angle));
// log the new point
cout << "(" << newX << ", " << newY << ", " << newZ << ")\n";
// render the new point
glVertex3d(newX, newY, newZ);
}
This produces no screen output, but console output of:
(0.048, -0.296, 0.0) by 0 radians = (0.048, -0.296, 0)
(0.376, -0.508, 0.0) by 0 radians = (0.376, -0.508, 0)
(0.72, -0.204, 0.0) by 0 radians = (0.72, -0.204, 0)
(0.652, 0.176, 0.0) by 0 radians = (0.652, 0.176, 0)
(0.368, 0.504, 0.0) by 0 radians = (0.368, 0.504, 0)
(0.048, -0.296, 0.0) by 0.628319 radians = (0.0388328, -0.296, 0.0282137)
(0.376, -0.508, 0.0) by 0.628319 radians = (0.30419, -0.508, 0.221007)
(0.72, -0.204, 0.0) by 0.628319 radians = (0.582492, -0.204, 0.423205)
(0.652, 0.176, 0.0) by 0.628319 radians = (0.527479, 0.176, 0.383236)
(0.368, 0.504, 0.0) by 0.628319 radians = (0.297718, 0.504, 0.216305)
(0.048, -0.296, 0.0) by 1.25664 radians = (0.0148328, -0.296, 0.0456507)
(0.376, -0.508, 0.0) by 1.25664 radians = (0.11619, -0.508, 0.357597)
(0.72, -0.204, 0.0) by 1.25664 radians = (0.222492, -0.204, 0.684761)
(0.652, 0.176, 0.0) by 1.25664 radians = (0.201479, 0.176, 0.620089)
(0.368, 0.504, 0.0) by 1.25664 radians = (0.113718, 0.504, 0.349989)
...
(0.048, -0.296, 0.0) by 6.28319 radians = (0.048, -0.296, -1.17566e-17)
(0.376, -0.508, 0.0) by 6.28319 radians = (0.376, -0.508, -9.20934e-17)
(0.72, -0.204, 0.0) by 6.28319 radians = (0.72, -0.204, -1.76349e-16)
(0.652, 0.176, 0.0) by 6.28319 radians = (0.652, 0.176, -1.59694e-16)
(0.368, 0.504, 0.0) by 6.28319 radians = (0.368, 0.504, -9.0134e-17)
I'm not sure what exactly is going on here, but I'm having a terrible time trying to figure it out, so please don't think I'm trying to get double reputation or anything, I'm just really stuck.
EDIT 2: Here is my whole display routine for my perspective subview:
void displayPersp(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
gluLookAt (-2.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0);
// draw the axis
glBegin(GL_LINES);
// x
glVertex3f(500.0, 0.0, 0.0);
glVertex3f(-500.0, 0.0, 0.0);
// y
glVertex3f(0.0, -500.0, 0.0);
glVertex3f(0.0, 500.0, 0.0);
// z
glVertex3f(0.0, 0.0, -500.0);
glVertex3f(0.0, 0.0, 500.0);
glEnd();
cout << endl;
// loop as many number of times as we are going to draw the points around the Y-Axis
for( int i=0; i<=sweepResolutionMod; i++ )
{
cout << endl;
// setup the new angle
double angle = i>0 ? (360/sweepResolutionMod)*i : 0;
angle = angle * (M_PI/180);
// for each point...
for( int i=0; i<clickedPoints.size(); i++ )
{
GLfloat tempX = (clickedPoints[i].x-250)/250;
GLfloat tempY = (clickedPoints[i].y-250)/250;
GLfloat tempZ = 0.0;
cout << "(" << tempX << ", " << tempY << ", 0.0) by " << angle << " degrees = ";
GLfloat newX = (tempX * cos(angle)) - (tempZ * sin(angle));
GLfloat newY = tempY;
GLfloat newZ = (tempX * sin(angle)) - (tempZ * cos(angle));
cout << "(" << newX << ", " << newY << ", " << newZ << ")\n";
glVertex3d(newX, newY, newZ);
}
// the following was my old solution, using OpenGL's rotate(), but that
// didn't allow me to get back the new point's coordinates.
/*
glRotatef(angle, 0.0, 1.0, 0.0);
// draw a line?
if( clickedPoints.size() > 1 )
{
glBegin(GL_LINE_STRIP);
for(int i=0; i<clickedPoints.size(); i++ )
{
glVertex3f((clickedPoints[i].x-250)/250, (clickedPoints[i].y-250)/250, 0.0);
}
glEnd();
}
// everyone gets points
glBegin(GL_POINTS);
for(int i=0; i<clickedPoints.size(); i++ )
{
glVertex3f((clickedPoints[i].x-250)/250, (clickedPoints[i].y-250)/250, 0.0);
}
glEnd();
*/
}
glutSwapBuffers();
}
EDIT 3: Here is a terrible illustration that illustrates what I need to do. I know the perspective seems off, but what I'm attempting to acquire is the green 'horizontals' in the right subview (this is using the commented out glRotatef() code above):
FINAL EDIT (for future generations!):
Here is what I finally got working, after discussing some linear algebra with a teacher at college:
void displayPersp(void)
{
glClear(GL_COLOR_BUFFER_BIT);
gluLookAt (-2.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
// draw the axis
glBegin(GL_LINES);
// x
glVertex3f(500.0, 0.0, 0.0);
glVertex3f(-500.0, 0.0, 0.0);
// y
glVertex3f(0.0, -500.0, 0.0);
glVertex3f(0.0, 500.0, 0.0);
// z
glVertex3f(0.0, 0.0, -500.0);
glVertex3f(0.0, 0.0, 500.0);
glEnd();
cout << endl;
double previousTheta = 0.0;
for( int i=0; i<=sweepResolutionMod; i++ )
{
double theta = i>0 ? (360/sweepResolutionMod)*i : 0;
theta = theta * (M_PI/180);
if( clickedPoints.size() > 1 )
{
// the 'vertical' piece
glBegin(GL_LINE_STRIP);
for(int i=0; i<clickedPoints.size(); i++ )
{
// normalize
GLfloat tempX = (clickedPoints[i].x-250)/250;
GLfloat tempY = (clickedPoints[i].y-250)/250;
GLfloat tempZ = 0.0;
// new points
GLfloat newX = ( tempX * cos(theta) ) + ( tempZ * sin(theta) );
GLfloat newY = tempY;
GLfloat newZ = ( tempZ * cos(theta) ) - ( tempX * sin(theta) );
glVertex3f(newX, newY, newZ);
}
glEnd();
// the 'horizontal' piece
if( previousTheta != theta )
{
glBegin(GL_LINES);
for(int i=0; i<clickedPoints.size(); i++ )
{
// normalize
GLfloat tempX = (clickedPoints[i].x-250)/250;
GLfloat tempY = (clickedPoints[i].y-250)/250;
GLfloat tempZ = 0.0;
// new points
GLfloat newX = ( tempX * cos(theta) ) + ( tempZ * sin(theta) );
GLfloat newY = tempY;
GLfloat newZ = ( tempZ * cos(theta) ) - ( tempX * sin(theta) );
// previous points
GLfloat previousX = ( tempX * cos(previousTheta) ) + ( tempZ * sin(previousTheta) );
GLfloat previousY = tempY;
GLfloat previousZ = ( tempZ * cos(previousTheta) ) - ( tempX * sin(previousTheta) );
// horizontal component
glVertex3f(newX, newY, newZ);
glVertex3f(previousX, previousY, previousZ);
}
glEnd();
}
}
previousTheta = theta;
}
glutSwapBuffers();
}
Edit 2: Okay, I see the problem you're running into -- it's a limitation I'd forgotten about (so the code I'd posted previously was dead wrong and wouldn't work at all). The problem is that you're not allowed to call glRotate
between a glBegin
/glEnd
pair -- if you do, it'll set an error flag, and no more drawing will be done.
That does mean you pretty much have to handle the rotation yourself. Fortunately, that's a bit simpler than you've tried to make it:
static const double pi = 3.1416;
for (int point=0; point<NUM_POINTS; point++) {
glBegin(GL_LINE_STRIP);
for (double theta = 0.0; theta < 2.0 * pi; theta += pi/6.0) {
double x = cos(theta);
double z = sin(theta);
glVertex3d(points[point][0]*x, points[point][1], -1.0-points[point][0]*z);
}
glEnd();
}
As-is, this code uses -1.0 along the Z axis as the center of rotation. You can obviously move that where you wish, though anything outside your clipping frustum obviously won't display.
Also note that to get a wireframe, you'll have to draw both your "vertical", and your "horizontal" lines separately, so the code will look something like this:
for (int point=0; point<NUM_POINTS; point++) {
glBegin(GL_LINE_STRIP);
for (double theta = 0.0; theta < 2.0 * pi; theta += pi/6.0) {
double x = cos(theta);
double z = sin(theta);
glVertex3d(points[point][0]*x, points[point][1], -1.0 - points[point][0]*z);
}
glEnd();
}
for (double theta = 0.0; theta < 2.0 * pi; theta += pi/6.0) {
glBegin(GL_LINE_STRIP);
for (int point=0; point<NUM_POINTS; point++) {
double x = cos(theta);
double z = sin(theta);
glVertex3d(points[point][0]*x, points[point][1], -1.0 - points[point][0]*z);
}
glEnd();
}