I'm trying to draw these shaped bellow this this:
Tried this code:
glLoadIdentity();
glColor3f(0.98f, 0.83f, 0.73f);
glBegin(GL_POLYGON);
for (float i = 0; i <= (2 * p); i += 0.001) {
x = 100 * cos(i)-10;
y = 115 * sin(i)+270;
glVertex2f(x, y);
}
glEnd();
glRotatef(-135.0f, 0.0f, 0.0f, 1.0f);
glColor3f(1.0f, 0.83f, 0.0f);
glBegin(GL_POLYGON);
for (float i = p; i <= (2 * p); i += 0.001) {
x = 100 * cos(i) - 10;
y = 115 * sin(i) + 270;
glVertex2f(x, y);
}
But this is what I get:
If I want to only use the glLoadIdentity and glRotatef for rotation, do you have any idea about how to fix it?
Note: I don't want to use push/pop or translation
You have to rotate the object around its center and move the rotated object to its position in the world. glRotatef
rotates the vertices around (0, 0). Draw the object around (0, 0) and glTranslate
to move the object to its position in the world:
glTranslate(-10.0f, 270.0f, 0.0f);
glRotatef(-135.0f, 0.0f, 0.0f, 1.0f);
glColor3f(1.0f, 0.83f, 0.0f);
glBegin(GL_POLYGON);
for (float i = p; i <= (2 * p); i += 0.001) {
x = 100 * cos(i);
y = 115 * sin(i);
glVertex2f(x, y);
}
Note, the matrix operations like glRotate
and glTranslate
specify a new matrix and multiply the current matrix by the new matrix.
If you are not allowed to use glTranslate
, you have to rotate the translation vector (-10, 270) in the opposite direction. Use the trigonometric functions sin
an cos
to rotate the vector (see Rotation matrix). You need to invert the angle and convert it to Radians since the unit of sin
and cos
is Radian.
float tx = -10.0f;
float ty = 270.0f;
float angle = -135.0f;
float inv_angle_rad = -angle * M_PI / 180.0f;
float tx_rot = tx * cos(inv_angle_rad) - ty * sin(inv_angle_rad);
float ty_rot = tx * sin(inv_angle_rad) + ty * cos(inv_angle_rad);
glRotatef(angle, 0.0f, 0.0f, 1.0f);
glColor3f(1.0f, 0.83f, 0.0f);
glBegin(GL_POLYGON);
for (float i = p; i <= (2 * p); i += 0.001) {
x = 100 * cos(i) + tx_rot;
y = 115 * sin(i) + ty_rot;
glVertex2f(x, y);
}