Computer Graphics Exercises (For Practice)
- Karla G
- 28 mar 2015
- 2 Min. de lectura
Your aswers to the questions must be at least approximated to real answers.
Questions:
1.- Draw a sphere of large 20 and make it rotate over its own axis.
2.- Draw a letter "E" .
3.- Draw a box(10); //of size 10*10 Now, using scale, convert it to a prism, with 40 of height, and a squared base of 10*10.
Answers:
1.-
float x=0;
void setup(){
size(500,500,P3D);
float fov = PI/3.0;
float cameraZ = (height/2.0) / tan(fov/2.0);
perspective(fov, float(width)/float(height), cameraZ/100.0, cameraZ*10.0);
}
void draw(){
background(0,0,0);
camera(50*mouseX/500.0, -50*mouseY/500.0,40, 0,0,0, 0,1,0);
x=x+1;
noFill();
stroke(255);
rotate(sin(x));
sphere(10);
}
2.-
float x;
void setup(){
size(500,500,P3D);
float fov = PI/3.0;
float cameraZ = (height/2.0) / tan(fov/2.0);
perspective(fov, float(width)/float(height), cameraZ/100.0, cameraZ*10.0);
}
void draw (){
background(0,0,0);
camera(50*mouseX/500.0, -50*mouseY/500.0,40, 0,0,0, 0,1,0);
strokeWeight(5);
stroke(255,0,0); //red
line(0,0,0, 10,0,0); //x axis
stroke(0,255,0); //green color
line(0,0,0, 0,-10,0); //Y axis
stroke(0,0,255);
line(0,0,0, 0,0,10);//Z
noFill();
stroke(255,255,255);
beginShape(TRIANGLES);
vertex(0,-10,0);
vertex(6,-10,0);
vertex(2,-8,0);
vertex(2,-8,0);
vertex(6,-10,0);
vertex(6,-8,0);
vertex(0,-10,0);
vertex(2,-8,0);
vertex(0,0,0);
vertex(2,-6,0);
vertex(4,-6,0);
vertex(4,-4,0);
vertex(2,-6,0);
vertex(2,-4,0);
vertex(4,-4,0);
vertex(0,0,0);
vertex(2,-8,0);
vertex(2,-2,0);
vertex(0,0,0);
vertex(2,-2,0);
vertex(6,0,0);
vertex(2,-2,0);
vertex(6,-2,0);
vertex(6,0,0);
vertex(0,-10,10);
vertex(6,-10,10);
vertex(2,-8,10);
vertex(2,-8,10);
vertex(6,-10,10);
vertex(6,-8,10);
vertex(0,-10,10);
vertex(2,-8,10);
vertex(0,0,10);
vertex(2,-6,10);
vertex(4,-6,10);
vertex(4,-4,10);
vertex(2,-6,10);
vertex(2,-4,10);
vertex(4,-4,10);
vertex(0,0,10);
vertex(2,-8,10);
vertex(2,-2,10);
vertex(0,0,10);
vertex(2,-2,10);
vertex(6,0,10);
vertex(2,-2,10);
vertex(6,-2,10);
vertex(6,0,10);
vertex(0,0,0);
vertex(0,0,10);
vertex(6,0,10);
vertex(0,0,0);
vertex(6,0,0);
vertex(6,0,10);
vertex(0,-10,0);
vertex(0,-10,10);
vertex(6,-10,10);
vertex(0,-10,0);
vertex(6,-10,0);
vertex(6,-10,10);
vertex(0,-10,0);
vertex(0,0,10);
vertex(0,-10,10);
vertex(6,0,0);
vertex(6,-2,0);
vertex(6,0,10);
vertex(6,-2,10);
vertex(6,-2,0);
vertex(6,0,10);
vertex(2,-2,0);
vertex(2,-2,10);
vertex(6,-2,0);
vertex(6,-2,10);
vertex(2,-2,10);
vertex(6,-2,0);
vertex(2,-8,0);
vertex(2,-8,10);
vertex(6,-8,0);
vertex(6,-8,10);
vertex(2,-8,10);
vertex(6,-8,0);
vertex(2,-2,0);
vertex(2,-4,0);
vertex(2,-2,10);
vertex(2,-2,10);
vertex(2,-4,10);
vertex(2,-4,0);
vertex(2,-6,0);
vertex(2,-8,0);
vertex(2,-6,10);
vertex(2,-6,10);
vertex(2,-8,10);
vertex(2,-8,0);
vertex(4,-4,0);
vertex(4,-6,0);
vertex(4,-4,10);
vertex(4,-4,10);
vertex(4,-6,10);
vertex(4,-6,0);
endShape();
}



3.-
void setup(){
size(500,500,P3D);
float fov = PI/3.0;
float cameraZ = (height/2.0) / tan(fov/2.0);
perspective(fov, float(width)/float(height), cameraZ/100.0, cameraZ*10.0);
}
void draw(){
background(0,0,0);
camera(50*mouseX/500.0, -50*mouseY/500.0,40, 0,0,0, 0,1,0);
noFill();
stroke(255);
scale(1,4);
box(10);
}
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