Reputation: 1363
I would like to:
so as the whole thing act as an articulated arm that can be bent either to the right or the left.
To be as clear as possible I've made some graphics.
I know that I can:
translate()
scale(1, -1)
atan2()
functionPROBLEM
When combining the 3 together I end up with this:
The angle of rotation seems correct but obviously there's something off with the translation (either on the X or Y axis) and I can't figure out what exactly.
I suspect a missing translation for the pivot, or an incorrect order of transformations (or maybe both).
I would really appreciate if someone could help me understand what I'm doing wrong and how to fix this problem.
int W = 40;
int H = 40;
int offset = 10;
float[] p0 = {-W/2, -H/2};
float[] p1 = {-W/2, H/2};
float[] p2 = {W/2, H/2};
float[] p3 = {W/2, -H/2 - offset};
PShape object;
void setup(){
size(600, 600, P2D);
smooth(8);
noFill();
}
void draw(){
background(255);
pushMatrix();
translate(width>>1, height>>1);
float angle = atan2(p3[1] - p0[1], p3[0] - p0[0]);
for (int i = 0; i < 6; i++){
int factor = (i % 2 == 0) ? 1 : -1;
//Height translation
translate(0, H*factor);
//Flip all quads except 1st one
if (i > 0){
scale(1, -1);
}
//Rotate once every 2 quads
if (i%2 == 1){
rotate(-angle*2);
}
object();
}
popMatrix();
}
void object() {
beginShape(QUADS);
vertex(p0[0], p0[1]);
vertex(p1[0], p1[1]);
vertex(p2[0], p2[1]);
vertex(p3[0], p3[1]);
endShape();
}
Upvotes: 5
Views: 628
Reputation: 1363
Finally found a workaround
Fixes:
QUADS
was incorrectadd_library('controlP5')
W, H = 40, 40
nQuads = 8
offset = 0
p0 = PVector(-W/2, -H/2)
p1 = PVector(-W/2, H/2)
p2 = PVector(W/2, H/2)
p3 = PVector(W/2, -H/2)
def setup():
size(600, 600, P2D)
noFill()
smooth(8)
global cp5, slider
cp5 = ControlP5(this)
slider = cp5.addSlider('Bend').setPosition(width/2-50, height-150).setSize(100,10).setHandleSize(40).setDecimalPrecision(1).setColorBackground(color(100)).setColorForeground(color(140)).setColorActive(color(240)).setRange(-H, H).setValue(offset).setSliderMode(Slider.FLEXIBLE)
def draw():
background(255)
global off1, off2
if slider.getValue() >= 0:
factor = -1
off1 = slider.getValue()
off2 = 0
else:
factor = 1
off2 = abs(slider.getValue())
off1 = 0
pushMatrix()
translate(width>>1, height>>1)
angle = atan2(p3.y - p0.y - abs(slider.getValue()), p3.x - p0.x)
H2 = -H/2 + W *tan(angle)/2
for i in range(nQuads):
pivotHeight = H2 if i%2 == 1 else H/2
#Height translation
if i > 0:
translate(0 , pivotHeight)
#Rotate once every 2 quads
if i%2 == 1:
rotate(angle*2*factor)
#Height translation
if i > 0:
translate(0 , pivotHeight)
#Flip all quads except 1st one
if i > 0:
scale(1, -1)
object()
popMatrix()
def object():
beginShape(QUADS)
vertex(p0.x, p0.y - off1)
vertex(p1.x, p1.y)
vertex(p2.x, p2.y)
vertex(p3.x, p3.y - off2)
endShape()
Upvotes: 4